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	<updated>2026-05-16T06:00:09Z</updated>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Flagellant&amp;diff=216966</id>
		<title>Flagellant</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Flagellant&amp;diff=216966"/>
		<updated>2023-05-14T12:14:44Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: Spelling and also plain wrong (Arco-Flagellants aren&amp;#039;t SoBs)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}} &lt;br /&gt;
[[File:FDTEmpireFlagellants.jpg|500px|thumb|right|COME HERE YOU [[Slaanesh|FUTANARI]] WORSHIPPER! TASTE SIGMAR [[rape|HAMMER AND WRATH]]!]]&lt;br /&gt;
{{Topquote|Does our most holy father reward those who take the easy road? Does he traffic in temptation? Of course not! Sigmar rewards hard work, resolve in the face of temptation, and, above all, courage when confronting mortal danger. My friends, the easy path leads to corruption... to damnation... to perdition. Only through suffering can you ever see the glory that is the truth, that is the founder of our glorious Empire, that is our divine father; Sigmar!|Rolf von Steulden, Flagellant. Also, [[awesome| manliness at its finest]]. [[Ministorum Priest]] pray the emperor to sound so fantastic in their speeches.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flagellants&#039;&#039;&#039; are smelly religious hobos who have different origins and ideals but one thing in common...purge every fucking heretic who dares to stand within a 400 miles radius from them. They roam around the [[The Empire (Warhammer Fantasy)| Empire]], spreading their belief, gathering followers and helping out the empire army with the occasional brawl against [[Beastmen|goatfuckers]], [[Warriors of Chaos|vikings raiders]] and [[Vampire Counts|undead hordes]].&lt;br /&gt;
&lt;br /&gt;
Old lore also had a Chaos equivalant in the diseased flagellants, basically people who caught some manner of incurable disease and were exiled from their homes so they started wandering around, whipping themselves in hopes of getting [[Nurgle|Nurgle&#039;s]] mercy.&lt;br /&gt;
==Real World inspiration==&lt;br /&gt;
[[High Middle Ages|During the Black Death]] a number of people in Europe got it into their heads that the fact that everyone dying of plague was a sign of god&#039;s wrath against man&#039;s sinfulness and decided that self punishment would convince the almighty to lay it off with the massive death and suffering of the innocent. They&#039;d wander from town to town in a conga line chanting and whipping each other with cats of nine tails, often picking up fellows as they went. Unfortunately going from town to town in close proximity to others while wipping each other&#039;s backs into hamburger is not exactly effective social distancing and they ended up spreading the plague more.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
Flagellants are something unique for the empire ([[Bretonnia]] have something similar called &amp;quot;battle pellegrins&amp;quot;, but we will see later the key differences), and the lore behind them is both easy and credible. Life in the Empire is difficult if not shitty. While your position in society surely determines your lifestyle, there aren&#039;t assurances that all you have will not be destroyed by one of the many, many enemies of the Empire. Everything that you have will be destroyed or stolen, your family and friends will be [[Grimdark|killed horribly, taken prisoners or sacrificed to horrid gods who will torture their souls for all eternity]]. Those who go through such harshness cannot possibly remain sane or hope to retake what they have lost. They will become bandits, desperados and this if they have enough mind to keep their sanity. But for these madmen, [[Sigmar|faith]] and vengeance are also an option. Inevitably, a Prophet of doom will arise between this madmen, convinced that what they had seen and gone through are clearly sign of the coming of the apocalypse. The Empire will fall, nothing can save it from such a destiny, and if everyone is doomed, the only &amp;quot;logical&amp;quot; thing to do is to take care of our souls through zealous acts of faith to impress the empire&#039;s pantheon, especially Sigmar, the God-king. When this happens, a group of like-minded fanatics will band together with this prophet, and start to travel far and wide the Empire, spreading their message of doom and looking for the only possible outcome, a martyr death in the name of the gods in bloody battlefields. In their bloody pilgrimage, more men will join the band of flagellants, creating a crazy parade of undeniable &amp;lt;del&amp;gt;madness&amp;lt;/del&amp;gt; zealotry. Common people have mixed feelings toward them, a combination of respect, fear and awe. The state church of Sigmar support the flagellants actions, found them to be useful assets. What better retinue for a [[Witch Hunters]] or a Warrior priest that devoted people who don&#039;t fear death, but actively look for it? Flagellants on the other side obey the official clergymen with awe and fanatical loyalty, because their word is that of Sigmar itself. Some groups of flagellants indeed follow a particularly famous man of the church, such the &amp;lt;del&amp;gt;crazy and obsessed stalkers&amp;lt;/del&amp;gt; DEVOTED, LOYAL AND ABSOLUTELY NOT CREEPY FOLLOWERS known as [[Awesome|Tattered Souls]], who follow Volkmar the Grim wherever he go.&lt;br /&gt;
&lt;br /&gt;
It must be noted, however, that while many flagellants are obvious followers of Sigmar, some band will dedicate themselves to another god of the pantheon, such as [[Morr]], [[Ulric]], Shallya or other. (Someone can actually argue the sense of venerating the goddess of health with flails and self-torture, but flagellants don&#039;t give a fuck about [[Heresy|logic and common sense]].)&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
[[File:8a14036d0579807aa13be54f3e3c5ce8.jpg|300px|thumb|left|AND NOW WE FIGHT IN SIGMAR&#039;S NAME WITH OUR GLORIOUS, SMELLY, SANE COMPA... wait, are you fuckers walking barefoot in a lava terrain?!]]&lt;br /&gt;
[[What| And they were right all along]]... The [[End Times]] had come, and with it [[Age of Sigmar]] had born... and flagellants get a quality jump of their lore of such [[Skub|awesomess]] that you will not believe it! First of all, for some time, the flagellants were a stand-alone faction called Devoted of Sigmar, together with warrior priests and the war altar models. with it, they also appear in a series of books who explore their way of life weirdly deep. Flagellants now have many backgrounds: many of them are people from Azyr who are convinced by skillful orator and priests to join the armies of Sigmar and fight to reconquer their ancestor lands, gaining a sure pass towards heavens if they die during the process, turning them into the fantasy versions of the &amp;quot;peasants crusaders&amp;quot;. In other cases, they are the ancestors of those unlucky fuckers who didn&#039;t reach the Azyr portals in time, and so had travel through the corrupted lands of the realms, until the storm of Sigmar hit the [[Archaon|fucker]] where it [[Anal circumference| hurt]], turning these desperadoes into killer machines, craving vengeance and care little for their own lives. Sometimes they are neither but just low-cost militias or rebels who fight more to free their country and are less into self-torture and that kind of stuff, but the models gave quite the idea of poor militiamen. Until this points this changes will look nothing special to you considering the old lore, but shit truly hit the fan when you read that these fuckers, through processions, rituals of martyrdom and penitence, [[What| root out chaos corruption]], because where their blood falls, [[Awesome|such is their faith that the chaotic influence is burned out]], letting people recolonize those lands without fears. All of this is further confirmed by the new battletome Cities of Sigmar, making these guys from those annoying smelly fuckers who roam around the country, shouting nonsense about apocalypse incoming, into one of the most important fuckers of the orders armies, because without them the &amp;quot;reconquista&amp;quot; would be really more difficult. Also, there is a Stormhost who uses them quite frequently, as is depicted in some short stories and cameo, the Tempest Lords (yes, the noblest and prideful of all the Stormhosts has close ties with flagellants, we are reaching shipping tier of bullshit).&lt;br /&gt;
&lt;br /&gt;
==Ways to recognize a flagellant==&lt;br /&gt;
I&#039;m not trying to insult your intelligence with this add on, but the point is that these guys are so damn crazy that their physical description deserve a paragraph in its own right. While with &amp;quot;flagellants&amp;quot; you may think that this guys are simply flailing themselves as a way to purify their souls from their sins, what these guys truly do to themselves is far, far, &#039;&#039;far&#039;&#039; worse, making the flailing part look soft in comparison. Seriously, a campaign tome stated that before a battle they didn&#039;t eat or sleep, chanting prayers all night long, until morning where they had become weirdly silent, [[grimdark|because they cut out their own tongues]]. The point is that flagellants aren&#039;t sane, but straight up crazy. Nails that goes through their limbs, deep daily cuts, chains and weight attached to their bodies, self blindness... you name it! While all of this should make anyone into poor soldiers for the weakness coming from such wounds, FLAGELLANTS DON&#039;T GIVE A FLYING FUCK ABOUT IT, EASILY LIFTING HEAVY WEAPONS LIKE HAMMERS AND FLAILS! They have gone through such terrible stuff that you can&#039;t do anything more than what they are already doing to themselves. Simply put, nothing can scare them, NOTHING! This makes them, theoretically, immune to Chaos corruption because the dark gods work around the inner desire of the people they want to corrupt, but the inner desire of a flagellant is death, so logically Chaos can&#039;t find a leverage point. This brings us back to their vastly inferior &amp;quot;cousins&amp;quot;, the battle pilgrims. Their faith is brought by desperation, because they don&#039;t want to continue their life as shitty peasants, making them quite prone to run when shit hit the fan. They also cause turmoil wherever they go, forcing many Bretonnian lords to suppress such groups. Worst of all they have killed many a living grail knight who they had sworn to protect, because after a fall from the horse or an apparently lethal wound, they storm his &amp;quot;corpse&amp;quot;, taken by a razing fever that makes Ork [[lootas]] clap their hands in admiration. Flagellants are far more useful, don&#039;t cause turmoil, are approved and controlled by the official church, and will happily fight that Bloodthirster until their death without being told to do so.&lt;br /&gt;
&lt;br /&gt;
==On Tabletop==&lt;br /&gt;
On the tabletop, they are a ludicrously expensive unit that needs to be in numbers of 30+ to even be worth taking, and even then they&#039;ll die to anything within a turn or two of combat. Their strength is that they&#039;ll take down whatever they&#039;re fighting too. For example, say the enemy has a 500pt unit of chaos knights with a fancy chaos lord marching towards your flank; just send in your 300pt unit of flagellants to delete the fuckers. Sure, your flagellants are dead, but so are the enemy, so who cares.&lt;br /&gt;
&lt;br /&gt;
In Age of Sigmar they act as a shocktroop for the Cities of Sigmar. they gain a great attack bonus when they charge, have a good mobility, and gains further attacks when some of their models dies(+2 attacks if 5 models dies, for a maximum of 4 each. not bad at all) and believe me, they will die in droves thanks to the missing of the SAVE ROLLS! still thought, there are many ways for you to implement their durablity thanks to debuff spells and abilities that comes with the collegiate arcane. Also, they will not escape during battleshock, because you roll a dice for every model who had &amp;quot;run&amp;quot;, and for each 4+ the closer enemy unit will get a mortal wound. Why? Because they hadn&#039;t run, [[Awesome|BUT THROW THEMSELVES IN ONE LAST, DESPERATE ATTACK WITH THE HOPE OF KILLING ANOTHER HERETICS WITH THEIR DEATH!]]&lt;br /&gt;
&lt;br /&gt;
In [[Total War: Warhammer|total Warhammer: War,]] they are a part of the &#039;Grim and the Grave&#039; DLC that should have just been in the base fucking game. They are unbreakable, with little to no defence which heavily reduces their survivability compared to even State Troops. &lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Db55ae62b058f8b0962e252e6cbc13a1.jpg|Who should fear those trembling skeletons of yours, pale motherfucker?!&lt;br /&gt;
Image:Lucas-schmat-zealot.jpg|Incoming good guy! come on, give him an hug!&lt;br /&gt;
Image:Flagellants.jpg|Hello there! Got a minute to talk of our lord and saviour Sigmar?&lt;br /&gt;
Image:D8ca627b2331b8e4be258447c55711c2.png|I SHOOT LIGHTNING FROM MY HAMMER, COCKSUCKERS!&lt;br /&gt;
Image:155724.jpg| Dangerous levels of awesomeness.&lt;br /&gt;
Image:227005.jpg|Their models are something like 15 years old, but yet they are still awesome!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:The Empire]]&lt;br /&gt;
{{Troops of the Empire of Sigmar}}&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Possessed_Marine&amp;diff=381992</id>
		<title>Possessed Marine</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Possessed_Marine&amp;diff=381992"/>
		<updated>2023-05-14T10:35:51Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: The Eightbounds existence means the WE absolutely don&amp;#039;t see Possessed as &amp;#039;reeking of unmanly sorcery&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PossessedChaosSpaceMarines2.jpg|400px|thumb|right|And that&#039;s when they are in a good mood. Maybe those T&#039;au will believe in the existence of Chaos now.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possessed Marines&#039;&#039;&#039; are [[Chaos Space Marines]] who decided that just worshiping the [[Chaos Gods|Dark Gods]] was not enough, and decided to show their devotion by allowing [[daemon]]s to enter their bodies. It is worth noting that, unlike in most cases of daemonic possession, the daemon inside a Possessed Marine never devours the soul or mind of its host; the two minds instead work in concert to bring as much death and slaughter to their enemies as they can. However, according to the Death Guard Codex the soul of a Possessed Marine becomes a plaything of the Daemon who possessed him upon death, so in the long term they still sold their soul. The bodies of the hosts are wracked with unpleasant looking mutations as the daemons inside gear them towards [[Rip and tear|RIPPING AND TEARING]], often growing talons and pincers easily capable of shredding or crushing [[power armor]], yawning maws filled with razor sharp teeth, and copious amounts of tentacles, spikes and horns. Some Possessed might even develop the ability to [[Awesome|spit out torrents of warpfire from their mouths or sprout wings which allows them to fly]]. Possessed Marines also occasionally serve as [[Navigator]]s for Chaos ships, the daemon gazing into the eddies of the Warp and the (post-)human &#039;translating&#039; what his daemon pal sees into orders for the ship&#039;s crew. It doesn&#039;t take a genius to see how bad it is for the Imperium that their arch nemesis can basically mass-produce Navigator analogues.&lt;br /&gt;
&lt;br /&gt;
In the [[Black Library]] books, the first Possessed Marines belonged to the [[Word Bearers]], specifically the Gal Vorbak Chapter (Blessed Sons in Colchisian), so dubbed by their [[Primarch]] [[Lorgar]] after they survived their journey into the warp. The Gal Vorbak in fact had the unique ability of looking human (well, Space Marine human) and then shifting into a daemonic form at will. They were the future of the symbiosis that Lorgar saw between Space Marine and daemon. They also doubled as being the Possessed Marines that every Chaos player wanted for forever, with statlines that show what a rape-engine daemonically possessed Space Marines should/can be. In 40K, units of Possessed count as core choices for WB armies.&lt;br /&gt;
&lt;br /&gt;
Exactly how Traitor Marines view possession will vary depending on which Legion they&#039;re from. Possession is highly favorable among the Word Bearers and the [[Black Legion]]. The [[Iron Warriors]] will occasionally utilize Possessed Marines, though their idea of possession usually involves using an [[rape|unwilling]] daemon as a reactor to power a bunch of crazy bionics and servo-[[Abaddon|arms]]. The [[Night Lords]] disdain possession because they disdain [[Chaos]] itself. The [[Death Guard]] do not frown upon the Possessed, but only the most zealous do it because most of them are content with the blessings [[Nurgle]] already gave them. There is no knowledge of how the [[Alpha Legion]] feels, but like so much of the Alpha Legion, that&#039;s normal. Amusingly enough, there&#039;s also no indication what the [[Emperor&#039;s Children]] think about it either. A new Chaos worshipping delegate made off with a bunch of them from the [[Exorcists]] to form the Swords of Epiphany Chaos Warband. &lt;br /&gt;
&lt;br /&gt;
== On the Tabletop ==&lt;br /&gt;
&lt;br /&gt;
The Possessed Marines of the 41st Millennium lack some of the nifty features of their Gal Vorbak brethren (which are implied to have been wiped out with the close of the [[Horus Heresy]]), though Possessed do still have some nifty tricks up their sleeves and while they might not be the best shock troops they are pretty good at what they do. Possessed otherwise have had an awkward existence since their inception in 40K, the recurring issues being their cost and having to compete with other elites choice options. Their design seems to indicate that the GW is trying desperately to fit them into the army somehow although without stepping on any of the other elites slot toes, which has become increasingly crowded and competitive.&lt;br /&gt;
&lt;br /&gt;
=== Third Edition ===&lt;br /&gt;
&lt;br /&gt;
Possessed in this edition were... underwhelming. They were basically CSM without any ranged weapons and D6 random abilities, most of which weren&#039;t very good in the Space Marine meta. Things improved dramatically halfway through Third Edition where they got a better stat-line and could buy their powers instead of rolling for them randomly. Obviously, rending claws, ranged attack and a strength bonus were the go-to improvements here, but they were still hampered by having to compete with Terminators, especially when loaded up with daemonic gifts.&lt;br /&gt;
&lt;br /&gt;
=== Fourth and Fifth ===&lt;br /&gt;
&lt;br /&gt;
Universally derided as the worst elites unit in the book, they were expensive and totally underwhelming. Going back to random abilities really hurt them and they ended up competing with Terminators rather directly, which could rely on the termicide tactic. Conversely, Possessed required a transport on top of their unit cost.&lt;br /&gt;
&lt;br /&gt;
=== Sixth and Seventh ===&lt;br /&gt;
&lt;br /&gt;
Their initiative suffers a bit being at 4, but they get the combo of 3+ (Space Marine), 5++ (daemon). 2 Attacks, Fear, Fleet, Fearless, and Vessels of Chaos: Roll a d3 for each Possessed unit (NOT model) locked in combat before they start combat, and get a mutation that lasts the turn. On a 1 they get to re-roll all failed to-wound hits, on a 2 their weapons are AP3 (Power Armour murder mayhem ensues) and on a 3 get +1 to Attack and Initiative. Plus their squad leader is a Champion of Chaos that can get some really nifty gear to facilitate all the bloodshed and death they&#039;ll be causing. Don&#039;t expect them to last long, because if you&#039;re doing your job right they should always be in melee combat to abuse whatever equipment you gave them and their mutations. Against anything less than Space Marines they are a nightmare. MEQs and up can deal with them, but even they will have a hard time when you&#039;re rolling 2 attacks per model (3 with the proper mutation for that turn).&lt;br /&gt;
&lt;br /&gt;
The Codex Supplement Crimson Slaughter brings a new view to the Possessed, shifting them to Troop Choices and giving them a new table of powers to roll on. They can now gain either Shroud (which applies to their transport if they&#039;re in one), turn into Beasts (and getting the movement bonuses associated with them) or gain a 3+ invulnerable save and Rending. They are much less killy, but a lot more survivable against shooting and on a good roll can close the distance much faster than before. They&#039;re still extremely expensive, but no longer compete with other Elite Choices and counts as scoring (where 2 out of their 3 powers can go a long way to helping them camp out objectives). The Crimson Slaughter also gives the option of turning one of your characters into a Possessed, giving him the Daemon, Fleet, Fearless, and the Possessed&#039;s roll for special abilities (renamed Slaves to the Voices instead of Vessel of Chaos).&lt;br /&gt;
&lt;br /&gt;
Traitor&#039;s Hate gives the option of a Formation of 3-5 squads led by a Daemon Prince. If they&#039;re within 12&amp;quot; of him, they get all three abilities. Effectively, that gives all of them a set of S6 I5 Lightning Claws. This will eat alive anything that doesn&#039;t have T8, 2+ or 3++, or AV 12. If the DP has Daemonology (why wouldn&#039;t he?), and rolls Cursed Earth, a Tzeentch squad gets a 3++ to troll plasma &amp;amp; grav gunners. If the DP also has Wings (why wouldn&#039;t he?), then squad Rhinos (why would you spend so much on units that die to bolters like Tactical Marines and then leave them to walk?) can keep up with him. With Dirge Casters on them, you should be able to get one to last long enough to deny a dangerous Overwatch attack. This is the nearest Possessed get to being worth their price tag - though without supporting units, you&#039;re relying on the DP and volume of attacks to deal with counter-attacking Terminators.&lt;br /&gt;
&lt;br /&gt;
=== Eighth Edition ===&lt;br /&gt;
&lt;br /&gt;
Over time, Possessed have had a difficult time in this edition. They effectively have power axes and random attacks with them. Eventually, they got a second wound on their profile but otherwise had difficulty synergizing with the rest of the army and, once again, competing against other elites units - this time around competing against Cult Marines (especially Berserkers), Mutilators and their primary opposition, Terminators.&lt;br /&gt;
&lt;br /&gt;
Daemonkin gave them some improvements and also introduced the Greater Possessed, a bigger, badder Possessed Marine that grants buffs to daemon units in the CSM book. The Master of Possession also grants them buffs, such that if you really want to take Possessed, you can make them at least halfway decent.&lt;br /&gt;
&lt;br /&gt;
With the new rules in Faith and Fury and another points drop, Possessed are now a big part of the competitive Chaos Space Marine meta. Big blocks of them with psyker and/or Dark Apostle support and very helpful new stratagems make them a huge threat that&#039;s not easy to get rid of in the middle of the board. Word Bearers can double their damage output for a turn, Emperor&#039;s Children can get guaranteed long-range charges, and Night Lords can protect them in combat so that enemies can&#039;t fall back and blast them after a charge. This definitely breathed new life into the unit in 8th edition.&lt;br /&gt;
&lt;br /&gt;
===Ninth Edition===&lt;br /&gt;
&lt;br /&gt;
New models and statline change Possessed from a horde unit into a beefier terminator equivalent (40mm bases included) - looking to occupy the void left by zerkers essentially leaving the CSM roster to go join World Eaters in their brand new codex. The plus side thus far is that they get a galloping 9&amp;quot; move and throw down with 5 attacks of their otherwise unchanged weapons coupled with three wounds apiece. The downside? Well along with losing Berzerkers and Mutilators, we&#039;re also losing the Greater Possessed in 9th. Mind, if that comes at the expense of better possessed that have a distinct battlefield role separate from termies or chosen, then that sounds like a more efficient streamlining.&lt;br /&gt;
&lt;br /&gt;
== Greater Possessed ==&lt;br /&gt;
&lt;br /&gt;
The largest and strongest of their kind, Greater Possessed are host to a Daemon Herald as opposed to a lesser Daemon. Daemonkin warbands revere these beings and loyally serve [[Master of Possession|Masters of Possession]] in the hopes that one day they will get the privilege of becoming one themselves.&lt;br /&gt;
&lt;br /&gt;
[[Greater Possessed|More can be read here.]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
File:Possessed_marine.jpg|A possessed Marine in all his glory.&lt;br /&gt;
&lt;br /&gt;
File:Gal_Vorbak.jpg|Gal Vorbak fighting Custodes.&lt;br /&gt;
&lt;br /&gt;
File:Possessed_marine_by_slaine69.jpg|A Marine possessed with awesome.&lt;br /&gt;
&lt;br /&gt;
File:Argel_Tal.jpg|[[Argel Tal]] showing how much more badass 30K possessed were compared to the current scrubs.&lt;br /&gt;
&lt;br /&gt;
File:Possessed_Crimson_S.jpg|The [[Word Bearers]], showing how wrong the last statement was. (Note: Argel Tal &amp;lt;s&amp;gt;&#039;&#039;IS&#039;&#039;&amp;lt;/s&amp;gt; &#039;&#039;WAS&#039;&#039; a Word Bearer.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Death Guard]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Emperor&#039;s Children]]&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
&lt;br /&gt;
{{Emperor&#039;s Children}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Alpha_Legion&amp;diff=42606</id>
		<title>Alpha Legion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Alpha_Legion&amp;diff=42606"/>
		<updated>2023-05-14T08:31:24Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: Undo revision 887701 by 2601:1C0:5001:5320:95DE:5C4B:E6E4:1C76 (talk) You mean the symbol used since before the heresy?&lt;/p&gt;
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&lt;div&gt;{{BLAM|The term is used by heretics to refer to a mythical 20th Legion. It&#039;s a nonsensical name, which proves it is a false story since true priests of the Adeptus Ministorum would know &#039;alpha&#039; is an ancient term meaning &amp;quot;first&amp;quot;. But any such 20th Legion would have been the last to be discovered before the [[Horus|Horus Heresy]]. &#039;Alpha&#039; is an old word meaning &#039;A&#039; or represents the first letter in an ancient Terran dialect so the name Alpha Legion translates into &#039;A Legion&#039; in two ways (heretical falsehoods are rarely original or sensible).}}&lt;br /&gt;
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{{BLAM|No such legion exists, nor has it ever existed. The remainder of this page is intentionally [[Malal|left blank]]. There is no need for you to read further, and if you feel any urges to read beyond this paragraph or if you have any suspicion that there is any text following, please consult your local [[Commissar]], [[Chaplain]] or [[Dogmata]] for [[Blam|re-education]]. If you happen to be the Commissar, report yourself to your sidearm.}}&lt;br /&gt;
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Now that we&#039;ve got that out of the way...&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
{{Infobox Traitor Legion&lt;br /&gt;
|Name = Alpha Legion... we think.&lt;br /&gt;
|Heraldry = [[File:AL_Post-Heresy_Icon.png|center|200px]]&lt;br /&gt;
|Battle Cry = &amp;quot;Hydra Dominatus&amp;quot;, &amp;quot;I am Alpharius!.&amp;quot;, or &amp;quot;For the Emperor!&amp;quot;... probably. [https://www.youtube.com/watch?v=4iyOkFLuoBc this] and sometimes [https://youtu.be/FZcG5UOY224?t=48 this]&lt;br /&gt;
|Original Name = No fewer than 747 informal names recorded, including The Ghost Legion, The Harrowing, The Unbroken Chain, The Hydra, The Azure Serpent, and just &amp;quot;Legion&amp;quot;&lt;br /&gt;
|Number = XX&lt;br /&gt;
|Primarch = [[Alpharius]]. Or [[Omegon]]. Or both, maybe neither.&lt;br /&gt;
|Original Homeworld = none&lt;br /&gt;
|Current Homeworld = Whatever the Legionnaire or serf in question is brainwashed into believing during their current mission. None actually exists, Legion is split too much for any central command.&lt;br /&gt;
|Champion = various&lt;br /&gt;
|Specialty = Covert espionage and infiltration, information warfare, mass use of cultists...probably&lt;br /&gt;
|Strength = infinite...maybe&lt;br /&gt;
|Allegiance = [[The Cabal|.]].[[Chaos Undivided|.]].[[Imperium|.]][[Malal|.]][[A Game of Pretend|Yes?]]&lt;br /&gt;
|Colours = Dark blue or dark sea green, sometimes, often with green ornamentation and a silver trim. Possibly both, unless neither. Black with silver trim (Effrit Stealth Squad and other Black Op units).}}&lt;br /&gt;
{{topquote|I am Alpha and Omega, the beginning and the end, the first and the last.|Revelation 22:13, if I recall correctly}}&lt;br /&gt;
{{topquote|I&#039;m confused. Really, really confused.|Adam Gilchrist, possibly}}&lt;br /&gt;
{{topquote|What is important is to spread confusion, not eliminate it.|Salvador Dalí, or so they say}}&lt;br /&gt;
{{topquote|If you want to keep a [[Dark Angels|secret]], you must also hide it from yourself.|George Orwell, maybe}}&lt;br /&gt;
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The [[Alpha Legion]] (allegedly known as the &#039;&#039;&#039;Chaos [[Reasonable Marines]]&#039;&#039;&#039;) are basically what would happen if you gave the CIA from the 1950s onwards a Space Marine legion and told them to go nuts. They are the 20th and last Legion of the Adeptus Astartes from the Great Crusade, and were the last to find their Primarch, [[Alpharius]], in part because [[Horus]] was the first to find him and [[What|kept him hidden from the Emperor and everyone else for some time.]] In retrospect, it probably should have been obvious that he was going to go full Chaos.&lt;br /&gt;
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The Alpha Legion&#039;s BIG SECRET is, as you probably know, the fact that their &amp;quot;one&amp;quot; Primarch is actually two guys, the twins Alpharius and Omegon. Since the Emperor made all of the Primarchs, it&#039;s unclear how this would be a secret; surely he&#039;d know that he made twenty-one Primarchs, not twenty. Right?&lt;br /&gt;
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... Right?&lt;br /&gt;
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As you are about to realize, we know absolutely &#039;&#039;nothing&#039;&#039; about the Alpha Legion or their members. Sure, there are a lot of sources with information about them around, but none of this is solid and, as we know that the Alpha Legion are sneaky as &#039;&#039;fuck&#039;&#039;, and are properly getting their shit done without anyone noticing it.&lt;br /&gt;
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==Origins==&lt;br /&gt;
{{topquote|Such are we that in this art of war are like unto serpents, to lie out of sight, to strike swift, to carry such poison in our mouths that men fear to tread where we may lie.|Anonymous, quoted by the Emperor}}&lt;br /&gt;
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As with most lore, the Alpha Legion&#039;s name comes from religion. The two Primarchs, Alpharius and Omegon, represent the line Jesus said in Revelation 22:13: &#039;&#039;&amp;quot;I am the Alpha and Omega, the First and the Last, the Beginning and the End.&amp;quot;&#039;&#039; But as Omegon is meant to be a secret, the legion is named after Alpharius. If Omegon was to be the face rather than the secret, the Legion could possibly have been called the Omega Legion (although the Ultrasmurfs would probably file a cease and desist) - or in other words the &amp;quot;last&amp;quot; legion which conforms to your &amp;quot;needing sense in a name&amp;quot; thing.&lt;br /&gt;
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Adherents to the stories of this Legion make addle-minded claims that prove their insincerity such as: all marines in this legion were surgically altered to look identical to [[Alpharius|their Primarch]]; the Emperor himself gave this Primarch command over campaign forces above that of the Lord Commander of the Imperial Army; power fantasies such as the existence of more than one Primarch in this Legion; and other tall tales that defy belief. Most heretical of all is the claims that these Primarchs betrayed his holiness the Emperor of Mankind willingly without being corrupted by [[Chaos]], which conveniently excuses their absence from the Eye of Terror and thus any observable evidence of their betrayal with the other traitor Legions.&lt;br /&gt;
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It has also been suggested that the Legion, their Primarch, and their symbol may be based on the star [[wikipedia:Alphard|Alphard]] in the constellation of Hydra. What&#039;s more, Alphard means &amp;quot;the solitary one&amp;quot;, but it has a much dimmer star [[Creed|&amp;quot;hidden&amp;quot; behind it]]. If this was intended, considering that &amp;quot;Alpha Legion&amp;quot;, &amp;quot;Alpharius&amp;quot; and the hydra motif have been around for a lot longer than Omegon has, it means that Games Workshop has been playing a very, very [[Tzeentch|long game]]. Meta.&lt;br /&gt;
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===The Documented &amp;quot;Truth&amp;quot;===&lt;br /&gt;
Apparently, the naming of the Alpha Legion refers to the fact that it actually has no name. In Horus Heresy III: Extermination it goes to great lengths to explain the early history of the Alpha Legion and how it contrasts to other more well-known Legions. It seems that the Primarch either kept the name to be deliberately ironic, deeply meaningful in the sense that &amp;quot;Alpha&amp;quot; can also mean &amp;quot;Supreme&amp;quot; or the early title of &amp;quot;Alpha&amp;quot; just stuck.&lt;br /&gt;
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All Legions after the [[Dark Angels|First]] were put through a series of tests and trials by the [[Emperor]] before general release into the Great Crusade, quite literally (and un-ironically) an &#039;&#039;&#039;&amp;quot;Alpha Test&amp;quot;&#039;&#039;&#039; where the Legion would only consist of 1,000-2,000 Astartes to see how they would perform their intended function, which was pre-determined by the Emperor before their creation.&lt;br /&gt;
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The XXth Legion (XX = double cross. Look up Twenty Committee for speculations) was never publicly released or announced by the Imperium; though the initial tests proved positive, it never progressed past this initial stage and remained an &#039;&#039;&#039;&#039;&#039;&amp;quot;Alpha&amp;quot;&#039;&#039; Legion&#039;&#039;&#039;, leading some to question whether the XXth Legion were actually intended for a much darker purpose and were intentionally kept concealed by the Emperor.&lt;br /&gt;
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For the first 40 years of the Great Crusade, the few warriors of the XXth were a &amp;quot;Ghost Legion&amp;quot; who would act in obscure warzones isolated from the other Legions, sometimes act under the heraldry of a different legion or no legion at all. They performed dubious tasks such as assassination, kidnapping, artifact retrieval, escort missions, and other clandestine support roles. It may not be coincidental that these tasks were assigned to the Legion whose number could be represented as a &#039;&#039;double cross&#039;&#039;, which also figures prominently in their iconography. These roles would later be taken by the [[Adeptus Custodes|Custodians]], [[Officio Assassinorum]] and [[Sisters of Silence|Sororitas Inconcessus]], causing the XXth to fall into myth and stagnation. Only the discovery of the Primarch [[Alpharius]] (which still might not even be his true name) allowed the Ghost Legion to resurface nearly 160 years later and become a true Legion in its own right, seemingly springing up from nowhere with a full (and rapidly expanding) force of 10,000 Astartes and a battle-ready fleet. If the information in [[Dan Abnett]]&#039;s &#039;&#039;Legion&#039;&#039; is accurate, the Alpha Legion was aware of [[Chaos]] some years before [[Horus]] had even heard the term, though not fully appreciative of its dangers.&lt;br /&gt;
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==Recent History==&lt;br /&gt;
[[Image:Alpha_Legionnaire.jpg|thumb|240px|right|The denizens of this wiki failed to detect our infiltration forces. &amp;lt;s&amp;gt;[[Just as Planned]]&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;HERESY&#039;&#039;!!! There are no Chaos forces infiltrating this site. Especially from the nonexistent Alpha Legion. Please stop reading this at once. There are more important, less heretical, things to be done. You should be saying your prayers to the Emperor, or eating your veggies}}]]&lt;br /&gt;
There are extremely persistent and consistent rumors that the most blessed Blood Ravens chapter of the holy Adeptus Astartes led by Chapter Master Gabriel Angelos and assisted by the Librarian Isador Akios, the PDF and Imperial Guard led by [[Mordecai Toth|Inquisitor Mordecai Toth]], and the [[Eldar]] of [[Craftworld]] [[Biel-tan]] led by [[Farseer]] [[Macha]], fought the mythical Alpha Legion led by Chaos Lord Bale and Chaos Sorcerer [[Sindri Myr]] and an Orkish Waaagh! led by the Warboss [[Orkamungus]] on the planet Tartarus (what a lovely name for a planet). Attempting to accuse the Blood Ravens of Heresy for spreading lies about fictional legions has universally ended in failure. The same applies to the Legion&#039;s alleged involvement in the events surrounding the [[Exterminatus]] of Typhon and [[Azariah Kyras]]&#039; (almost) ascension to Daemonhood, suggested as the Chaos enemies allied with Kyras in Retribution&#039;s campaign list their team name as &amp;quot;Alpha Legion&amp;quot; and wear their colors, but were never explicitly named as such. We&#039;re not even going to mention the [[Metal Boxes]] incident in the [[Kaurava System]]...&lt;br /&gt;
Also any relation between the Alpha legion and [[Tzeentch]] dogma is purely coincidental...or is it. But everyone agrees they are space terrorists, and probably al-Qaeda with a grimdark-startrek-feel.&lt;br /&gt;
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Here are some of the things that we know about them:&lt;br /&gt;
*Do not talk about the Alpha Legion&lt;br /&gt;
*Do NOT talk about the Alpha Legion.&lt;br /&gt;
*The Alpha Legion never existed.&lt;br /&gt;
*The Alpha Legion is the only real Warhammer 40,000 force, the rest are operatives dressed up.&lt;br /&gt;
*Alpharius was not killed. [[Roboute Guilliman|Rawbutt Jellyman]] was the one who died, and Alpharius disguised himself as him. Which means that he now leads the Imperium.&lt;br /&gt;
*&#039;&#039;&#039;+++Records Expunged+++&#039;&#039;&#039;&lt;br /&gt;
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In all seriousness, we really, honestly DON&#039;T have any clue what the fuck is up with the Alpha Legion because Games Workshop gives them so little fluff compared to the rest of the Traitor Legions (possibly on purpose given that part of their schtick is how mysterious they are), and even those few things we know might be misinformation.&lt;br /&gt;
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With the release of Forge World&#039;s 3rd Horus Heresy book, Extermination, as well as several Black Library short stories and novellas, there are a few confirmed events that the Alpha Legion took part in, for a given definition of &amp;quot;confirmed&amp;quot;. They consistently show that when the Alpha Legion is involved, even if they&#039;re ostensibly &amp;quot;allies&amp;quot;, whether you&#039;re a loyalist, traitor, a secret society of aliens ostensibly trying to destroy Chaos ([[Derp|by arranging the destruction of the only being and species Chaos fears and can be destroyed by]]), or Alpharius himself, they&#039;re going to find a way to screw with you.&lt;br /&gt;
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Finally, if we take [[Dawn of War]] to be canon (and Games Workshop certainly does) then we can infer that the Alpha Legion is probably just as splintered and broken up as the eight outright-traitor legions, with some of the sub-groups running off to [[Sindri|embrace Chaos outright]]. Honestly this is not all that surprising if you take into consideration [[Your dudes|GeeDub&#039;s stance on character motivation and adaptability]].&lt;br /&gt;
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Hell, even when they have recently became their own class in the [[Black Crusade (RPG)|Black Crusade]] supplement &#039;&#039;Tome of Fate&#039;&#039;, the information provided is still somewhat vague and just stuff we already know. What it &#039;&#039;did&#039;&#039; reveal though, was that groups of Alpha Legionnaires are seldom seen together. Many are independent operatives working on extended reconnaissance missions sent by some higher up, insurgents waging a one-man guerrilla war, or trying to achieve a personal objective known only to them. Some are even seen amongst &amp;quot;the Severed&amp;quot;; a group of Chaos Marines forcibly exiled from their Legions. &lt;br /&gt;
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Even when by themselves, many often gather a loyal cult of followers who try to help them in their goal. Alpha Legionnaires are more often than not the orchestrator behind Chaos cults and rebellions who fester within Imperial hives. They may not even pose as Marines, as &#039;&#039;Tome of Fate&#039;&#039; mentions that they have an unusual and legendary ability to disguise themselves as xenos, mutants, or even loyalists (maybe they are already loyalists, depending on who you ask). If one thinks about it, a terrifying possibility arises; that they have somehow acquired the transformative technologies of the Callidus assassins. They frequently travel in and out of the Eye of Terror, setting up decoys, assassinations, and propaganda within Imperial space.&lt;br /&gt;
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To put it simply there are about as many different categories of Alpha Legion motives as you can think of. Here are just a few (however, most would probably unify upon the return of a Primarch).&lt;br /&gt;
* Those who are actually still loyal and aid the Imperium as best it can in sneaky, inscrutable ways.&lt;br /&gt;
* Those who are nominally loyal and uncorrupted but still carrying out their Primarch&#039;s/Cabal&#039;s plan to make the Imperium lose.&lt;br /&gt;
* Those who have embraced Chaos to bring about the other version of the above plan.&lt;br /&gt;
* Those who have embraced Chaos in a misguided effort to bring about the original version of the above plan.&lt;br /&gt;
* Those who have embraced Chaos and no longer care about Alpharius/The Cabal&#039;s plan, either just doing their own thing and/or fighting for the cause of Chaos. Sindri Myr comes to mind.&lt;br /&gt;
* Those who are loyal only to the distant memory and legacy of their Primarch (either one) and Legion and act in whatever way they think best preserves that legacy.&lt;br /&gt;
* Those who are loyal to the Emperor but deeply oppose the current state of the Imperium.&lt;br /&gt;
* Those who are loyal to the Emperor and think that by destroying the weakest parts of the Imperium they strengthen the Imperium as a whole. Occam the Untrue specifically believes this in Sons of the Hydra.&lt;br /&gt;
* Those who care only about the survival of their warband and brothers, even if they venerate Chaos/The Emperor/The Primarchs/etc. Kassar from Shroud of Night falls in this category.&lt;br /&gt;
* Those who do their own thing, just in general.&lt;br /&gt;
* Those loyal to their own conception of the Alpha Legion. Whatever the hell that entails. Which is most of them.&lt;br /&gt;
* Those who are motivated by their hatred for something in specific, usually Guilliman. Quetzal Carthach from The Long Games at Carcharias and Sons of the Hydra just really fucking hates Ultramarines, allegedly because he was at Eskrador when Guilliman killed “Alpharius”.&lt;br /&gt;
* The infinite IQ members who decided to just bunker down and let this whole thing blow over, only caring to make sure their souls don&#039;t get raped for eternity. Nobody confirmed here, but someone probably figured this out.&lt;br /&gt;
* About a million other things.&lt;br /&gt;
* Fuck knows.&lt;br /&gt;
* [[Iron Snakes|Some]] [[Traitor Legion Loyalists]] chapters who straight up abandoned the Legion. Funnily enough, some Alpha Legionnaires posed as Iron Snakes in the book Harrowmaster specifically because they had similar heraldry.&lt;br /&gt;
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As you can see, there is simply nothing concrete on the Alpha Legion as there is no longer any Alpha Legion. It is a schizophrenic hydra that has gone mad with each head only in control of itself (if even that, they do love using sleeper agents and brainwashing).&lt;br /&gt;
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Somewhat supporting the above, the best look we get at the modern culture of the Alpha Legion is in the book Harrowmaster. In it we see a conclave disparate Alpha Legion warbands meeting to discuss the introduction of Primaris marines. The warbands present are completely different in beliefs, dogma and culture, though they all share a similar enough mindset common to their Legion. One warband, the Penitent Sons, are openly loyalist and put spikes on the inside of their helmets to punish themselves for their traitorous history. Another warband, the First Strike, are fully Khornate, skulls and all. Despite their Khornate leanings and wanting to rip and tear, they like being pointed at the best strategic point to rip and tear for the overall war effort. Strategic Khornates? Never thought I’d see the day. And yet somehow these two get along better with each other than they do with “the Faceless”. The Faceless are another warband who attended the conclave, and I shit you not they are literally the “I am Alpharius” meme. When the Faceless, who all wear identical power armor, take off their helmets in unison they reveal they all have the same face. Allegedly the face of their Primarch, whom they then immediately claim to be. In a room full of other Alpha Legionnaires. Needless to say everyone else was really sick of their shit. The Faceless are the stereotypical Alpha Legion who don’t engage in frontline battles and only do devious plots that take decades. Only in the Alpha Legion can you have a repentant loyalist, a Khornate berserker and a literal annoying meme sit in a meeting together and try to decide what to do together. And the scary part is they actually succeed. The combined forces present at the conclave all unite to achieve a singular goal. There is no other group in the Galaxy that can do that. Each head of the hydra may be completely independent chasing their own goals, but they’re still attached to the same body. And when all of those heads begin working in unison they are practically unstoppable.&lt;br /&gt;
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Of final note is the &#039;&#039;Siege of Terra&#039;&#039; book &#039;&#039;Death and the End&#039;&#039; muddles things further, as it is finally revealed that each Alpha Legionnaire is hypnotically programmed with six specific trigger words that would irrevocably influence their behavior with regards to the Imperium and Chaos. Once the trigger word was spoken, it doesn&#039;t matter what loyalty the Alpha Legionnaire had beforehand, their behavior will now be fully influenced by the directives of said trigger word. Case in point: the Legionnaire posing as &amp;quot;Alpharius&amp;quot; Inigo Pech (Grammaticus&#039; old buddy) was supposed to be commanded to side with the Imperial defenders (and was amenable to do so), but once Aectia used a trigger word, he started to act on the &amp;quot;Control Chaos to Fight Chaos&amp;quot; imperative.&lt;br /&gt;
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This opens a WHOLE new can of worms, especially with regards to present-day Alpha Legionnaires.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
{{topquote|Hail Hydra! Immortal Hydra! We shall never be destroyed! Cut off a limb and two more shall take its place! We serve the Master, as the world shall soon serve us! Hail Hydra!|Alpha Legi-wait a minute!}}&lt;br /&gt;
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During the Great Crusade the Ultramarines had a proverb: &amp;quot;Information is victory.&amp;quot; What they meant to say is, &amp;quot;If you know an opponent, you can defeat them.&amp;quot; The Alpha Legion took this doctrine and turned it up to eleven: why focus only on the intel &#039;&#039;&#039;you&#039;&#039;&#039; have? An enemy that doesn&#039;t know &#039;&#039;&#039;you&#039;&#039;&#039; (or better has nothing but carefully crafted disinformation about you) is doomed. That&#039;s pretty much what their strategy revolves around: &#039;&#039;fucking with their opponent&#039;s mind&#039;&#039;. Since then no one knows anything for certain about them. If you think you know more, start worrying: this means Alpha Legion is messing with your mind right now. That&#039;s why the [[Ultramarines]] and Alpha Legion absolutely &#039;&#039;despised&#039;&#039; each other during the Horus Heresy, as their battle doctrines antagonized each other.&lt;br /&gt;
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Notable examples (allegedly) include:&lt;br /&gt;
* Making everyone believe their primarch was killed by [[Roboute_Guilliman|Rowboat Girlyman]], despite even the [[Ultramarines]] having no records about such a thing ever happening.&lt;br /&gt;
* Leaking their attack plans to a subsector governor, so he strips nearby planets of garrisons to reinforce his defense, and then attacking those weakened nearby planets.&lt;br /&gt;
* Hypno-indoctrinating natives of a Space Marine recruiting world with a trigger switch, and then turning the unwittingly brainwashed Marines on their brothers when the Alpha Legion attacked their fortress-monastery after arranging for the Chapter in question to suffer a series of &amp;quot;accidents&amp;quot; that left them badly undermanned. And they did that twice.&lt;br /&gt;
* Conquering hundreds of planets during the [[Horus_Heresy|Horus Heresy]] with a &#039;&#039;single agent&#039;&#039; planting rumors of the Warmaster&#039;s advance, and causing civil wars and rebellions of people trying to plead their allegiance to Horus only to make sure he doesn&#039;t nuke their homes upon arriving. Did I mention all these were made by a single fucking person who wasn&#039;t even a full-fledged Marine?&lt;br /&gt;
* Plotting and executing the Night of a Thousand Rebellions, that effectively severed the Segmentum Pacificus away from the Imperium, leaving it at the mercy of Chaos. Yeah, you heard it right - the entire &#039;&#039;segmentum,&#039;&#039; and while it &#039;&#039;is&#039;&#039; the smallest one, it&#039;s still like 15% of the Imperium.&lt;br /&gt;
* Adopting the battle cries of their enemies. Yelling &amp;quot;For The Emperor!&amp;quot; before you charge will cause any true loyalist opponent to hesitate - usually fatally.&lt;br /&gt;
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{{BLAM}}&lt;br /&gt;
{{BLAM|These stories are obvious and self-contradictory falsehoods, trash that pollutes the minds of the faithful. We apologize for any discomfort this wiki article may have caused you -- speak to your local [[Chaplain]] or [[Commissar]] if you require counseling. If you witness anyone spreading these harmful lies about a 20th Legion, immediately report the heretic to your local representative of the Inquisition or to your unit&#039;s commissar. If you happen to be the commissar and you witness yourself spreading these rumors, please report yourself to your bolt pistol.}}&lt;br /&gt;
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So to sum it up, they are in the top league of the Warhammer 40k universe, fighting when and where they want to achieve great goals with very limited forces, much like the [[Eldar]] and [[Thousand Sons]] except with less smugness and arrogance. Also, while the Eldar and TS rely on extremely complicated plans that either excel brilliantly or fail horribly, Alpha Legion plans, on the other hand, are mostly simple at their core, but are extremely well thought-out, with multiple backup plans, and are executed as stellarly, so even if they are not successful (which happened multiple times, especially when they fought against equally smart or unpredictable opponents) they rarely suffer much from their defeats. It helps that they often excel at feeding completely inaccurate intel to their opponents. For example, their grand operation against the Raven Guard during the Heresy failed at the final stage with their undercover agents being compromised, and their backup plan of direct assault with their Mechanicum allies also failed, but due to extensive planning and a second fallback plan they still managed to steal the gene-codex and clear all the loose ends that could bite them in their asses later.&lt;br /&gt;
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The Alpha Legion is basically an army of James Bond clones, like some unholy combination of the Mossad, CIA, and American MACV-SOG. No, really, that is how they fought. They were known for popping out of freaking nowhere and curbstomping the shit out of the enemy at the best possible moment (or worst, depending on whose side you were on). The Alpha Legion was also known to have a training doctrine that actually matches the idea of a super-soldier. That is, they trained &#039;&#039;all&#039;&#039; their Marines in how to use all their equipment and weapons in addition to picking out individuals to be trained as specialists. Every Alpha Legionnaire was at least capable of, in the short term, replacing or deploying as an Assault Marine, Devastator, Fast Attack (like speeders and bikes, etc.), with flexible plans and adaptable soldiers (hence the Hydra, because in the short term you couldn&#039;t decapitate their command structure and, being Space Marines, soon someone similarly competent would take over). They were also masters of stealth (though to a lesser degree than, say, the Night Lords or Raven Guard) and knowledgable of psychology, making them the best among the Legions of infiltrating and suborning enemy organisations and governments. All this while keeping their elites fully capable of matching a specialist from another Legion. This meant that the Alpha Legion was capable of fielding as many specialists as the mission required and their equipment allowed. They also had specialized [[Kill_Team|kill-teams]] used to sow chaos among the enemy during the Heresy and the late Crusade. These so-called Headhunters had these awesome combo-bolters with two barrels. Omegon supposedly led the Alpha Legion&#039;s black-ops division, no one really knows who is who though, so just consider &amp;quot;Alpharius&amp;quot; and &amp;quot;Omegon&amp;quot; to basically be titles.&lt;br /&gt;
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Another interesting bit of their tactics is heavy focus on team play. Alpha legion squads move, fight and think as one, and are trained to quickly adapt to new squads. There is no &amp;quot;battle brotherhood&amp;quot; bullshit in this - just a simple extensive training and lack of typical Chaos Space Marine hubris, jealousy and occasional backstabbing. It goes so far that Alpha Legion initiation trials are passed by squads rather than individual aspirants like in other loyalist chapters or chaos warbands, so you either get to play as a team or do not play at all (likely being killed if your squad fails the trial).&lt;br /&gt;
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Their devotion to Chaos is not entirely concrete, either. Alpharius himself never turned to Chaos, only following Horus into the Heresy as he saw it as the best outcome. Of course some Alpha Legion members like [[Sindri Myr]] are balls-to-the-wall Chaos worshippers but they are a radical minority. Most may see Chaos as a means to an end, using it simply to advance whatever goals they have. Their devotion can depend entirely on the place and the time. Some may [[Night Lords|loathe it]] while others are [[Word Bearers|zealous in their belief]]. In terms of Chaos worship the Alpha Legion is one of the more diverse, some theories even claiming that some operatives within the Legion are in fact closet loyalists seeking to protect humanity and stop Chaos. It should also be noted that their devotion being in question doesn&#039;t make them less corrupted; they &#039;&#039;do&#039;&#039; after all field the full gamut of Chaos goods available to the other Legions and &#039;&#039;are&#039;&#039; represented on the tabletop using &amp;quot;generic&amp;quot; Chaos Space Marine models, player and modeller&#039;s choice aside.&lt;br /&gt;
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To make it even more interesting/confusing, what is considered a Legion of [[Space Marines]], was in reality more of a combined effort. More than any other Legion, they recruited outside the Legion for roles besides Astartes, or even agents. They were really, more accurately, a moving society. This trend only seems to have accelerated since the Heresy. No one knows how many regular human soldiers they have, but if their Cultist numbers are anything to go by, the Alpha Legion likely has whole Imperial Guard regiment-strength armies integrated within. That and the fact they don&#039;t even hang out in the [[Eye of Terror]] or have a recruiting planet and yet seem to only grow indicates that they have a normally functioning society. At this rate, they&#039;ll start looking like the Twilight&#039;s Hammer Clan from [[Warcraft]], but it doesn&#039;t matter. The GOAL remains!...what that goal is, no one knows.&lt;br /&gt;
&lt;br /&gt;
We wish their [[HMKids]] [http://www.youtube.com/watch?v=qcpR4IutUMk theme] had had quotes from [[Sindri Myr]], [[Lord Bale]] or [[Carron]]... Hey, maybe they could do a remake?&lt;br /&gt;
&lt;br /&gt;
Despite their rivalry with the Ultramarines and their similarities with the Raven Guard, their closest comparison among the loyalists might just be with the Dark Angels, the first of the Space Marines just as they are the last. The Alpha Legion mirrors the Dark Angels&#039; uncertain and often confusing loyalties from the other side of the fence. Both have unusual and enigmatic ties to xenos artifacts or beings. Both are heavily involved in &amp;quot;shadow warfare&amp;quot;, which goes beyond simply being stealthy like the Raven Guard but also involves seeking advantages in war outside of the battlefield and inside the realm of information, production, communication and subterfuge. Both are completely cloistered in secrecy to the point that virtually none of their allies really &#039;&#039;know&#039;&#039; them. Both of their Primarchs were noted to be especially ingenious in the field of military planning.&lt;br /&gt;
&lt;br /&gt;
But they&#039;re a mirror, not a clone. The Dark Angels&#039; loyalties are born of an unplanned for (we think) schism that is actually rather more complicated than &amp;quot;the Fallen all embraced Chaos&amp;quot;, while the Alpha Legion&#039;s mysterious loyalties at least generally seem to be something they planned for. The Dark Angels seem to willingly embrace their ties to the Watchers while the Alpha Legion outlived the Cabal and thought very little of their eventual destruction. The Lion favoured using his intellect to arrive at the plan that would offer the most direct route to triumph with the least chance of complication while still delivering maximum results while Alpharius liked to show off and made his schemes as elaborate as possible to whip his intellectual dick out and invite everyone to gaze upon it in awe.&lt;br /&gt;
&lt;br /&gt;
==Notable Members (maybe)==&lt;br /&gt;
*[[Alpharius]]: Primarch of the Alpha Legion, the Threefold Serpent, the Head of the Hydra, the Last Primarch, and also everyone in the Alpha Legion. Has almost as many origin stories as the Joker, some or all or none of which may be true. Is probably dead, having been outguessed at the very last moment by Rogal Dorn on Pluto, but maybe not.&lt;br /&gt;
*[[Omegon]]: The other primarch of the Alpha Legion. Masqueraded as the commander of Effrit Squad (also referred to as the Effrit Disruption Cadre on the 30k tabletop), except when he was pretending to be Alpharius or someone else. May or may not be dead, since he took over after Alpharius got free brain surgery from Rogal and then might have died on Eskrador. But maybe not. There&#039;s a C&#039;tan shard who might know where he is now (the C’tan shard was the Deceiver, who used the bait of pretending to be Omegon to lure in a bunch of Alpha Legionnaires. Needless to say he didn’t know shit).&lt;br /&gt;
*Armillus Dynat: Harrowmaster of the Alpha Legion who dual wielded a thunder hammer and power sword like a boss and employed shock and awe tactics. Successfully invaded a loyalist forge world that was defended by Titans and a loyalist Grand Battalion of Iron Warriors.&lt;br /&gt;
*Phocron: A headhunter prime who infiltrated the Sol System alongside Alpharius during the heresy era. Seemingly died at the hands of Archamus, head of the Imperial Fist Huscarls, but that’s not where it gets interesting. Phocron features in a short story where he’s ravaging several Imperial worlds through sabotage, terrorism and general Alpha Legion shenanigans. An inquisitor becomes obsessed with hunting down Phocron and does finally kill him, only to realize that Phocron is just another “I am Alpharius” situation where Alpha Legionnaires just take the identity when they need it, seemingly going all the way back to the heresy if that Headhunter is anything to go by.&lt;br /&gt;
*Autilon Skorr: Consul-Delegatus who was apparently a very good diplomat prior to the Heresy. Unfortunately, he forgot how to be nice to people after joining the traitors and kept hanging [[Nârik Dreygur]] and his Iron Warriors out to dry until Dreygur finally got sick of it and hit the &amp;quot;change team&amp;quot; button at the Battle of Mezoa. Skorr lost an arm and had to be hauled off the battlefield.&lt;br /&gt;
*Kel Silonius: Harrowmaster of the Legion who did a brain-switcheroo with Alpharius so the latter could infiltrate Terra in a ridiculously complicated plan that failed at the last second. Or maybe it didn&#039;t.&lt;br /&gt;
*Exodus: A master assassin who was said to be as skilled as a [[Vindicare]]. May have actually been multiple legionnaires with the same name. As of the release of his (very sexy) miniature this is all but confirmed as his title is “The One of Many”. The rules in Horus Heresy 2.0 back this up, as he is only a character and not a unique character. Meaning you can take multiple of him in an army. This opens up the terrifying door that the Alpha Legion is capable of mass producing Vindicaire-like space marines. Scary.&lt;br /&gt;
*Quetzal Carthach: Harrowmaster who claimed to have been at Eskrador when Guilliman killed Alpharius, who was either Omegon or someone else pretending to be Alpharius, if it ever happened at all. Declared himself the Number One Enemy of all Ultramarines and their successors as a result (Quetzal is the guy who destroyed the Crimson Consuls chapter, Ultramarines successors, by hypno-indoctrinating all their aspirants with a trigger phrase, thus eradicating the whole chapter through infighting combined with a proper Alpha Legion assault), but died when he tried double-crossing Occam the Untrue, who sent an operative to disable his ship&#039;s Gellar field, [[Rape|with the expected result]].&lt;br /&gt;
*[[Firaeveus Carron]]: Alpha Legion Chaos Lord and absolute dumbass who devoted himself to Khorne and basically ceased to be an Alpha Legionnaire thereafter, preferring to run around with a chainaxe instead of doing things the subtle way. Had a deep-seated loathing of [[METAL BOXES|MEHTUL BAWKSES]] which has made him one of the most-quoted and memetic characters in all of 40K canon. Got wasted by the leader of the winning force (&amp;lt;s&amp;gt;canonically&amp;lt;/s&amp;gt;{{BLAM|DUBIOUSLY}} [[Gorgutz]]) at the end of the Soulstorm campaign in a melee duel. [[EPIC FAIL|Yes, this means that Carron, an ostensible Chaos Lord, can be killed in a fistfight by a fucking Tau Commander.]]&lt;br /&gt;
*[[Lord Bale]]: Another Alpha Legion Chaos Lord who forgot what Legion he was in; he outright hated subtle tactics and wanted to go charging in to fuck shit up like some kind of World Eater, even though he was devoted to Nurgle. Got backstabbed by SSSSSSIIIIINNNNNDDDRRRRRIIII, who left him to die at the hands of the Blood Ravens while stealing the Maledictum for himself.&lt;br /&gt;
*[[Sindri Myr|SSSSSSIIIIINNNNNDDDRRRRRIIII Myr]]: Alpha Legion sorcerer who actually behaved like an Alpha Legionnaire, sneaking, lying, and backstabbing his way to attempted daemonhood, though [[Gabriel Angelos]] roflstomped him with God-Splitter at the last second and he appears to have been eaten by a daemon.&lt;br /&gt;
*[[Occam|Occam the Untrue]]: Loyalist(?) Alpha Legionnaire who believes that his legion is a tool to test the Imperium by carving out the weaker parts so as to strengthen the whole. Is on the hunt for Omegon and seems to think the Necrons know where he is. Doesn’t work out the way he hoped.&lt;br /&gt;
*Kassar: Leader of the Unsung warband. In actuality he and his warband have been stuck on a daemon planet fighting for ten thousand years (didn’t feel as long for them, they just killed every other competing chaos warband on the planet and left to find they were in an anime timeskip). Not loyal to the Imperium, the Emperor, any form of Chaos or even the Alpha Legion as a whole. He’s only loyal to his warband. Currently he’s become somewhat of a big player in the lore as he holds the Beacon of Tsadrehka, a Psyker powerful enough to allow the Astronomicon communicate through him to bypass the Cicatrix Maledictum. Essentially he’s the only reason the Astronomicon still functions in the Imperium Nihilus. Also Saint Celestine was the one who entrusted the beacon to Kassar (he doesn’t know that) so if she thinks that a traitor marine of all people should hold something like that, then he must be a pretty special guy.&lt;br /&gt;
* Arkos the Faithless: Chaos Lord who turned up at [[Vraks]] when he heard there was a big party going on. He nearly killed [[Azrael]] in a duel and later called in a whole Chaos fleet for backup, dragging the siege out for years more. At the end of the siege, he killed a Company Master from the [[Angels of Absolution]] before being beaten and literally disarmed by an [[Interrogator-Chaplain]] who hauled him off for questioning. Speculated to have involved actual Chaos forces in the Siege of Vraks to get the Imperium to take the issue more seriously, which would imply slightly more loyalist motivations. Hard to say.&lt;br /&gt;
*Solomon Akurra: Harrowmaster of the Serpent’s Teeth warband and later on the Ghost Legion harrowing (in this context, a harrowing is a collection of warbands). Probably the best bet for reunifying the Alpha Legion as a collective whole again. He’s the titular harrowmaster in the book, Harrowmaster. Has sick dreads, a bionic arm with a tech-daemon sealed inside (to easily break machine spirits and bypass doors and such) and eventually obtains (most of) the Pale Spear, Alpharius Omegon’s very own alien death spear. Bonus points: he’s managed to retain a complement of Headhunters and Lernean Terminators, the special Alpha Legion units from the Horus Heresy.&lt;br /&gt;
*Kernax Voldorius: Strike Master and daemon prince who managed to give the White Scars one hell of a headache over the millennia, to the point where he became a specific target of their Great Hunt. Was eventually tracked down and killed by [[Kor&#039;sarro Khan]] and [[Kayvaan Shrike]] in a bonding exercise. His head is now a decoration at the Scars&#039; fortress-monastery.&lt;br /&gt;
*[[Oinkbane]]: He may be an abhuman, but his tactics are so subtle that even Alpharius applauds him. &lt;br /&gt;
*You: {{Blam|+++Activation commencing: Scarlet. Tempest. Meteor. Retribution. Jawbone. Voyage. Cenotaph. Abyss. Echelon. Operative activation confirmed. Mission parameter: Hecatoncheires. Silence and speed, Operative. Hydra Dominatus.+++}}&lt;br /&gt;
&lt;br /&gt;
==Daily Routines of the Alpha Legion==&lt;br /&gt;
&lt;br /&gt;
04:00 - The Alpha Legionnaires emerge from their - {{BLAM|++Information confiscated by orders of his majesty&#039;s most Holy Inquisition++}}&lt;br /&gt;
&lt;br /&gt;
04:20 - The Alpha Legionnaires settle down to pray to {{BLAM|++Information confiscated by orders of his majesty&#039;s most Holy Inquisition++}}&lt;br /&gt;
&lt;br /&gt;
05:00 - {{BLAM|++Information confiscated by orders of his majesty&#039;s most Holy Inquisition++}} - causing much confusion among their serfs.&lt;br /&gt;
&lt;br /&gt;
06:00 - Morning Firing Rites. The Alp- {{BLAM|++Information confiscated by orders of his majesty&#039;s most Holy Inquisition++}} - the serfs are still left largely bewildered.&lt;br /&gt;
&lt;br /&gt;
10:00 - Covert Sabotage. The Alpha Legion practice their covert warfare. Serfs are still confused on which is which.&lt;br /&gt;
&lt;br /&gt;
14:00 - Tactical Indoctrination. The Alpha Legion are tasked on which pla- {{BLAM|++Information confiscated by orders of his majesty&#039;s most Holy Inquisition++}}&lt;br /&gt;
&lt;br /&gt;
15:00 - Daily Facial Surgery. The Alpha Legion undergo daily surgery to continue to look like their Primarch.&lt;br /&gt;
&lt;br /&gt;
17:00 - Eveni- {{BLAM|++Information confiscated by orders of his majesty&#039;s most Holy Inquisition++}} -ge, that and the serfs are still confused.&lt;br /&gt;
&lt;br /&gt;
18:00 - Covert Sabotage and something involving {{BLAM|++Information confiscated by orders of his majesty&#039;s most Holy Inquisition++}}&lt;br /&gt;
&lt;br /&gt;
22:00 - Evening &amp;lt;strike&amp;gt;Malal&amp;lt;/strike&amp;gt; Meal. A feast is prepared by the serfs who are still nervous on which Alpha Legionnaire is which as they try their hardest on picking the correct one, especially when it comes to dietary requirements.&lt;br /&gt;
&lt;br /&gt;
23:00 - {{BLAM|++Information confiscated by orders of his majesty&#039;s most Holy Inquisition++}}&lt;br /&gt;
&lt;br /&gt;
24:00 - The Alpha Legionnaires goes back to sleep in thei- {{BLAM|++Information confiscated by orders of his majesty&#039;s most Holy Inquisition++}}&lt;br /&gt;
&lt;br /&gt;
{{Blam|++By order of the Ordo Herecticus, this entire section has been placed under firm observation. Any changes to the above text are subject to heresy. You anons keep away++}}&lt;br /&gt;
&lt;br /&gt;
== Guilliman changes his mind? ==&lt;br /&gt;
&lt;br /&gt;
[https://www.warhammer-community.com/2019/03/01/1st-mar-warhammer-40000-shadowspear-first-of-the-vanguardgw-homepage-post-1/ &amp;quot;Vanguard Space Marines&amp;quot;] have been previewed for the Shadowspear box, and it sounds pretty much exactly like Ultrasmurfs getting their Alpha Legion on (aside from being still definitely loyal, and probably using fewer sleeper agents). Perhaps the Ultrasmurfs are indeed growing beyond their infamous Codex-adherence...&lt;br /&gt;
&lt;br /&gt;
== Practicality as a force of infiltration and subterfuge ==&lt;br /&gt;
&lt;br /&gt;
For all their [[Reasonable Marine]] habits, it may be worth pointing out at this point that there&#039;s a reason real-world espionage forces don&#039;t consist of genetically engineered 8ft beefquakes toting around thick metal armor and fully automatic rocket launchers. Mostly because we aren&#039;t there yet in terms of technology. That stated most Imperials are either too deaf from choirs and gunfire to notice the footsteps or too scared to investigate what they think 9 out of 10 times would be a hive scav or ambull instead of an Alpha Legionnare&lt;br /&gt;
&lt;br /&gt;
“Praetorian of Dorn” does a good job of portraying how the Alpha Legion gets shit done. Legionares for the most part stay away from inhabited areas, and rely on camoleoline or sensor jammers to avoid detection. In the event they need to pass through an occupied area, they wear a disguise as a genetically modified laborer of some sort. Once the jig is up, it’s back to conventional ambush tactics, and throwing lots of grenades.&lt;br /&gt;
&lt;br /&gt;
Lots and lots of grenades.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:But_oNLY_LOYALIST_BATTle_BROTHERS_NOT_THAT_THERE_ARE_TRAITOR_BROTHERS_JUST_SOME_THAT_ARE_MORE_LOYAL_THAN_OTHERS.png|Be wary, this might be the only chance you get.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Official}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Imperialis_Militia&amp;diff=17467</id>
		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Imperialis Militia</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Imperialis_Militia&amp;diff=17467"/>
		<updated>2023-05-13T14:17:21Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: /* Armoury of Old Night */ Someone forgot that Dreadnoughts force you to re-roll Poisoned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|It is of paramount importance that the worlds of the Imperium shall [[Planetary Defense Force|look to their own defence]] [[Solar Auxilia|as well as the]] [[Space Marines|shield of Terra]] to protect them. They shall also look to the defence of the wider Imperium, [[Great Crusade|and the prosecution of such wars as the Emperor in his wisdom shall decree.]] [[Imperial Tithe|To this end, it will be the prime responsibility of every Imperial Commander]] to ensure the raising of a [[Your Dudes|militia according to the resources, rank and nature of their world…]]|[https://www.warhammer-community.com/wp-content/uploads/2023/04/j2TwD3c2AB8oLsVW.pdf Preface to the Lex Imperia Munuimenta]}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|In return Mayvin Khelen, last Regent of Thramas, spoke a single word: &amp;quot;No&amp;quot;.|The Planetary Governor of [[Thramas]], after the [[Night Lords]] [[Thramas Crusade|demanded her unconditional surrender]]. [[Awesome|Followed by her captain general shooting the Night Lords Praetor in the face.]]}}&lt;br /&gt;
&lt;br /&gt;
This is the current tactics page for the Imperialis Militia in HH 2.0. The 1.0 tactics can be found [[Warhammer_40,000/Tactics/Imperial_Militia_and_Cults_(30k)|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Militia==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Insane customisation. This list covers nearly everything from Squats, Mutants, Mech Guard stand-ins, Death World Cavalry, WW1 artillery armies, and pretty much whatever else you can imagine, often in combination. Want Ogryns as Troops? You can have them in cyborgs, mutant, alchem, or bestial varieties. The same applies to pretty much every other unit type. &lt;br /&gt;
**CHEAP! The cheapest unit comes in at 2 points per model, even the vehicles come in at a discounted price compared to other armies. You can be quite certain that you will always have the numerical advantage.&lt;br /&gt;
**Lots of variety in ranged weapons, with many of the standard options being rather good, or in some ways useful. In particular, you have access to &#039;&#039;Pinning&#039;&#039; and/or &#039;&#039;Concussive&#039;&#039; weapons for multiple units in every slot. With so many guns you are likely to be able to force at least one check every turn.&lt;br /&gt;
**There are more choices for melee armies this edition. But even with the new melee options, the dangers of melee combat are seriously dire for you.&lt;br /&gt;
**None of your vehicles confer any victory points for their destruction. With the right Provenances it is possible to spam disposable Leman Russes, Rhinos, and/or Land Raiders. Added with the extra irony of your Superheavies not being worth anything to your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Low Leadership everywhere. Which gets even worse when you factor in &#039;&#039;Militia&#039;&#039; sub-type. Everything with a Ld value generally runs at the drop of a hat, and if it&#039;s anything more serious than that, don&#039;t expect them to come back. &lt;br /&gt;
**Your &#039;&#039;Third Line&#039;&#039; vehicles are more easily penetrated, and don&#039;t have especially good options either. Generally coming as lesser versions of existing vehicles.&lt;br /&gt;
**Almost a total lack of &#039;&#039;Skyfire&#039;&#039; options means that if your opponent takes lots of flyers you are going to be completely outclassed. Your only source of Skyfire suffers from the above problem of being a third-line version of a flyer that is better in other armies.&lt;br /&gt;
**You have no Dreadnoughts, and your options of dealing with them are limited. Even tarpitting is less valuable of an option now.&lt;br /&gt;
**New Necromunda and IG models shoehorned in made some of the older ones invalid, unless your friends allow you to proxy Cargo-8 Hauler with an Aurox.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruthless Tyrant:&#039;&#039;&#039; The Warlord gains a special form of &#039;&#039;Fear (1)&#039;&#039; that lets them affect friend and foe alike. If a friendly unit Falls Back while affected by this &#039;&#039;Fear (1)&#039;&#039;, you can sacrifice D6 models or a model in a &#039;&#039;Monstrous&#039;&#039; sub-type unit to keep them in place. Grants an additional Reaction in the Assault phase.&lt;br /&gt;
**Turns your Warlord into an IC-sized Discipline Master, also letting you mitigate the &#039;&#039;Militia&#039;&#039; sub-type and its restrictions against Regrouping while under half strength; since you automatically pass the Morale check by [[Blam|shooting D6 models]], you don&#039;t Fall Back in the first place and thus don&#039;t need to Regroup.&lt;br /&gt;
*&#039;&#039;&#039;Merchant Princeling:&#039;&#039;&#039; All of the Warlord&#039;s weapons are now &#039;&#039;Master-crafted&#039;&#039; and must deploy attached to a &#039;&#039;Militia&#039;&#039; sub-type unit. This unit - his &#039;&#039;Lifeguard&#039;&#039; - gains the &#039;&#039;Heavy&#039;&#039; sub-type and can re-roll 1s To Hit, but now your Warlord may never leave them. Make sure that this squad won&#039;t ever run away. Grants an additional Reaction in the Assault phase.&lt;br /&gt;
**Re-rolling 1s means you&#039;re incentivized to do two things: get bigger guns and improve the BS of whatever your &#039;&#039;Lifeguard&#039;&#039; is. Good thing you have two Provenances that let you do exactly those.&lt;br /&gt;
*&#039;&#039;&#039;Beloved of the People:&#039;&#039;&#039; If the Warlord dies, the entire army gets a big sad-on with a +1 to WS and S as well as &#039;&#039;Feel No Pain (4+)&#039;&#039; until the &#039;&#039;&#039;end&#039;&#039;&#039; of the owner&#039;s &#039;&#039;&#039;next&#039;&#039;&#039; player turn, potentially giving two turns of awesomeness. Normally grants an additional Reaction in the Shooting phase, but lets you take an additional Reaction in the Assault phase instead after the Warlord dies.&lt;br /&gt;
**Not as bad as it sounds, as the Force Commander is good for nothing except Compulsory HQ and granting Provenances, so unlike the White Scars trait granting &#039;&#039;Fearless&#039;&#039; to everyone who sees the Warlord die, you&#039;re not losing some tricked out melee character. &lt;br /&gt;
*&#039;&#039;&#039;Marcher Lord:&#039;&#039;&#039; Gains &#039;&#039;Battle-hardened (1)&#039;&#039;; in a &#039;&#039;&#039;pure&#039;&#039;&#039; Imperialis Militia army, this also makes the entire army immune to &#039;&#039;Fear (X)&#039;&#039; because you&#039;re a [[Meme|strong and independent Planetary Governor who don&#039;t need no Imperium]]. Keeping your Warlord alive also lets you auto-pass your first Pinning check each turn as well giving an additional Reaction in the Shooting phase. &lt;br /&gt;
*&#039;&#039;&#039;Connoisseur of Alien Curios:&#039;&#039;&#039; Once per turn, you can have the Warlord roll a D6 to activate a special randomized result:&lt;br /&gt;
**&#039;&#039;&#039;1:&#039;&#039;&#039; &#039;&#039;Instant Death&#039;&#039; self-destruction, coupled with a nuclear blast that automatically hits &#039;&#039;&#039;every&#039;&#039;&#039; unit, friend or foe, within 12&amp;quot; of the Warlord for D6+1 S8 AP4 hits.&lt;br /&gt;
**&#039;&#039;&#039;2-3&#039;&#039;&#039;: A single unit, friendly or enemy, within 12&amp;quot; and LoS of the Warlord suffers D6+1 automatic hits at S8 AP4 with the &#039;&#039;Deflagrate&#039;&#039; rule. If there are no units within 12&amp;quot; and LoS of the Warlord, then the Warlord must take the hits.&lt;br /&gt;
**&#039;&#039;&#039;4-5:&#039;&#039;&#039; &#039;&#039;Rage (2)&#039;&#039; and &#039;&#039;Furious Charge (2)&#039;&#039; for the Warlord and his squad for the rest of the game turn.&lt;br /&gt;
**&#039;&#039;&#039;6:&#039;&#039;&#039; Permanent &#039;&#039;Eternal Warrior&#039;&#039; and &#039;&#039;Feel No Pain (4+)&#039;&#039; with future rolls of 6 boosting Strength and Toughness to a maximum of six. Grants an additional Reaction in the Movement phase.&lt;br /&gt;
**While your Force Commander can get 3++ and can reliably survive the self-destruct, it &#039;&#039;can&#039;&#039; and &#039;&#039;will&#039;&#039; rout huge chunks of your army, while Astartes, Custodes and Sisters opponents simply get their 3+ save. It&#039;s also pretty unreliable as a source of melee buffs, as you only get the unit-wide buff a third of the time. Think very carefully about taking this one.&lt;br /&gt;
*&#039;&#039;&#039;Robber Baron:&#039;&#039;&#039; The Warlord&#039;s unit gains +1 Strength on a turn where they charged. Instead of Sweeping Advances, you MUST roll a D6 and, on a 4+, the unit scores you D3 VP. Grants an additional Reaction in the Movement phase.&lt;br /&gt;
**The value of this varies, as it&#039;s fundamentally a melee trait in an army that, barring Provenance buffs, wants to be as far from melee as possible and where the two units with AP melee either don&#039;t benefit from bonus Strength (Lance Cavalry) or can&#039;t normally be joined by ICs (Ogryns).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militia Sub-type:&#039;&#039;&#039; All of your units have this, and it&#039;s not good. Units that are below half their starting number of models that begin to Fall Back will never be able to Regroup. They just keep going back until they leave the table. Stack up on the Ld bonuses and re-rolls; you&#039;ll need them.&lt;br /&gt;
**A unit that is Falling Back that is charged by the enemy is simply removed, without any further Leadership test being taken, regardless of the remaining number of models.&lt;br /&gt;
**A unit locked in close combat, that is charged by &#039;&#039;another&#039;&#039; unit, has to test Morale or will immediately begin Falling Back as if it had lost combat, while also being subjected to Sweeping Advances.&lt;br /&gt;
*&#039;&#039;&#039;Mechanised Sub-type:&#039;&#039;&#039; A bit of an oddball mix of Infantry and Dreadnought. All &#039;&#039;Poisoned (X)&#039;&#039; and &#039;&#039;Fleshbane&#039;&#039; attacks must re-roll To Wound, as do any &#039;&#039;Armourbane (X)&#039;&#039; attacks. Like a dread, it can fire Heavy and Ordnance weapons after moving and can charge after shooting. They can also be affected by &#039;&#039;Haywire, Battlesmith (X),&#039;&#039; and &#039;&#039;Detonation&#039;&#039; like one.&lt;br /&gt;
*&#039;&#039;&#039;Third-Line Sub-type:&#039;&#039;&#039; Given to most of your tanks, and it&#039;s not good either. Any Glancing Hits are now considered Penetrating Hits, which is terrible. Your only consolation is that losing these tanks doesn&#039;t give your enemy VPs.&lt;br /&gt;
&lt;br /&gt;
===Provenances of War=== &lt;br /&gt;
[[File:HH2 Provenances Chart.png|thumb|centre|800px|]]&lt;br /&gt;
This is where the modelling opportunities for this army come from. Your Force Commander can take [[Awesome|(no points cost anymore)]] up to two Provenances of War that apply their effects on any model in the Detachment with the &#039;&#039;Militia&#039;&#039; sub-type that does not also have the &#039;&#039;Mechanised&#039;&#039; sub-type; in other words, your Infantry and Cavalry, unless the Provenance specifies otherwise.&lt;br /&gt;
&lt;br /&gt;
They can all massively impact the rest of the army and can radically change the army build and the options you can take. Some Provenances lock you out of certain things or are mutually exclusive with one another, but some also allow units to buy their own unique options. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warrior Elite&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Planetary Governor actually gave half of a shit about training his private army. Of course, in a game where Space Marines are the main faction, humans can only get so &amp;quot;elite&amp;quot;, but it&#039;s a good Provenance simply because it helps with your units&#039; greatest weakness; namely, them running for the hills at the first opportunity. Same old Provenance as in 1.0, but you need the Ld buff now more than ever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**All eligible units gain +1 Ld &#039;&#039;(to a maximum of Ld9)&#039;&#039;.&lt;br /&gt;
***Very simple, very good. In the grim darkness of the far future, you want to give your army as much encouragement as possible to stay on the field. This means your Discipline Masters are Ld9 and can re-roll it with &#039;&#039;Instil Order&#039;&#039;, [[What|so you&#039;re even harder to rout than Space Marines]].&lt;br /&gt;
***Alternatively, this is a great way to improve morale for Allied Detachments of Militia, who can&#039;t take Discipline Masters due to Force Commanders being the only HQ choice without &#039;&#039;Support Squad&#039;&#039; and you only having one HQ slot in the Allied Detachment.&lt;br /&gt;
**Grenadiers lose the &#039;&#039;Support Squad&#039;&#039; rule, allowing them to be taken as Compulsory Troops. &lt;br /&gt;
***Grenadiers also benefit from several other Provenances, so this is always an easy go-to combination option if you want good Grenadiers without having to pay Troops taxes on other units first.  &lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**Levy Squads gain the &#039;&#039;Support Squad&#039;&#039; rule. &lt;br /&gt;
***Not a downside, as you already took Grenadiers as Compulsory Troops. Even if you didn&#039;t, you took Infantry Squads anyway because Levy Squads don&#039;t have &#039;&#039;Line&#039;&#039;, so you probably have enough units to fulfill the Compulsory Troops tax regardless.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Legacy of the Great Crusade&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The planet was settled by a regular Imperial Army unit during the Great Crusade and their descendants have retained some of their skills. Not particularly good on its own, as it does nothing for anything other than your &amp;quot;elite&amp;quot; infantry, but can help other Provenances (read: Warrior Elite/Armoury of Old Night) become very powerful. That said, it carries no downsides other than possible clashes with other Provenances.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Grenadiers, Command Cadres, and Discipline Masters gain BS4.&lt;br /&gt;
***Lets your elites match Space Marines/Veletaris in marksmanship. Not very significant with the stock lasgun, but it becomes better with the stubcarbines or bolters, while getting downright disgusting with Armoury of Old Night. &lt;br /&gt;
**The Force Commander gains Initiative 5.&lt;br /&gt;
***Not particularly useful because your Force Commander should never be in so much as spitting distance of the enemy. However, if his attached unit (read: allied unit) has &#039;&#039;Hit &amp;amp; Run&#039;&#039;, you can roll it against his I5 and re-roll it with a cyber-familiar, which is basically an auto-pass. Moreover, if for whatever reason you really want him in melee, he now hits before Space Marine sergeants, which is something.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clanfolk Levy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In game terms: [[White Scars|The world has a]] [[Attilan Rough Riders|strong mounted tradition]]. In real life terms: in [[Warhammer Fantasy]] you played [[Bretonnia]], or you were that one crazy bastard who ran [[Warhammer_40,000/7th_Edition_Tactics/Imperial_Guard/Death_Korps_of_Krieg_Siege_Regiment#Krieg_Death_Rider_Squadron|the Krieg Death Rider Squadron FOC in 7th]], [[Grognard|and you miss your old army.]] As you&#039;ll almost definitely be spamming Cavalry, pairing this with either Feral Warriors or Debased Rabble for the bonuses To Hit is almost mandatory. Of course, you can have ranged weapons on your cavalry, but why didn&#039;t you just take infantry if you wanted to spam guns? &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Cavalry Squads can be taken as Compulsory Troops, where they gain +1 Ld. &lt;br /&gt;
***No &#039;&#039;Line&#039;&#039; sub-type, so you have to take something else to take objectives. That said, this opens up taking Grenadiers, as you already filled the Compulsory slots. Infantry Squads are dirt cheap anyway.&lt;br /&gt;
**Four extra Fast Attack slots, which you can only use to take Cavalry Squads.&lt;br /&gt;
***Lets you take Cavalry without giving up your ability to take aircraft/Sentinels. Not a downside, as there&#039;s no requirement whatsoever to make use of the four extra slots.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gene-crafted&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GM soldiers, except instead of Space Marines or 1.0&#039;s +1S/I, [[Fail|you get a crapshoot]] because the designer was some random Dark Age of Technology/Age of Strife scrub and not the [[Emperor]]. You roll a D6 for every eligible unit you have, and you get...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**On a 2-5, the unit gains their choice of the &#039;&#039;Fleet (2), Move Through Cover,&#039;&#039; or &#039;&#039;Night Vision&#039;&#039; special rules.&lt;br /&gt;
***Kind of a no-brainer, as Night Fighting is determined before deployment, while you roll for this after deployment. If it&#039;s at night, give everyone &#039;&#039;Night Vision&#039;&#039;. If it isn&#039;t, choose between the other two depending on how open the table is.&lt;br /&gt;
***Remember, your other units DON&#039;T get this. Your tanks still can&#039;t see further than 24&amp;quot; at night, nor can your Lascannon Sentinels.&lt;br /&gt;
**On a 6, the unit either gains &#039;&#039;&#039;ALL&#039;&#039;&#039; of the special rules from a result of 2-5, or the choice of &#039;&#039;Relentless, Stubborn,&#039;&#039; or &#039;&#039;Adamantium Will (6+)&#039;&#039;.&lt;br /&gt;
***&#039;&#039;Stubborn&#039;&#039; is great for obvious reasons.  If you&#039;re lucky enough to get this on a unit with tons of Heavy weapons, give it &#039;&#039;Relentless&#039;&#039;. Melee units can benefit from taking all three rules from the 2-5 range, as &#039;&#039;Move Through Cover&#039;&#039; and &#039;&#039;Fleet (2)&#039;&#039; can let them get into combat much more easily. Just don&#039;t take &#039;&#039;Adamantium Will (6+)&#039;&#039;; a 6++ save is worthless.&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**On a 1, the unit starts the game Pinned (regardless of unit types or other rules that would normally prevent Pinning), while units Embarked on vehicles immediately Disembark and are still Pinned. Sucks to be them. Units in Reserve suffer no ill consequence.&lt;br /&gt;
***Take duplicate units, so that you don&#039;t get screwed over because that one unit you really need in action (Fire Support Squad, Cavalry, etc.) is Pinned.&lt;br /&gt;
***You can overcome this by buffing your Ld. Discipline Masters are the obvious choice, but Warrior Elite can also help your units get back on their feet.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Cyber-augmetics&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cyborg army, which is tougher and slower than most mortals. Generally pretty good, as your ranged army doesn&#039;t really mind losing the ability to Run.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**All eligible models get &#039;&#039;Feel No Pain (6+)&#039;&#039;. An interesting change from 1.0&#039;s 6++; you get tougher against small arms because you get to use &#039;&#039;Feel No Pain (6+)&#039;&#039; in addition to your armour save, but you have zero protection against the big guns.&lt;br /&gt;
***Lets you skip taking Medicae, and moreover gives it to units that couldn&#039;t take Medicae to begin with, like Ogryns and Cavalry. Otherwise, you also save 12 points per squad you would have attached a Medicae to, which is never a bad thing.&lt;br /&gt;
***Also good with Kinfolk Helots, as your models will get their &#039;&#039;Feel No Pain (6+)&#039;&#039; against all of the rapid-fire S6 and S7 weapons out there.&lt;br /&gt;
**Mechanicum become &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039;.&lt;br /&gt;
***Lets you cross your units over with buffs from Mechanicum allies. Archmagos Draykavac can provide a much better version of the &#039;&#039;&#039;Ruthless Tyrant&#039;&#039;&#039; Warlord Trait to mitigate the Militia&#039;s perennial morale issues, while the &#039;&#039;Opus Viscera&#039;&#039; ability from the &#039;&#039;Lacyraemarta&#039;&#039; High Techno-arcana now allows your &#039;&#039;Battlesmith (X)&#039;&#039; units to &amp;quot;repair&amp;quot; Ogryns!&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**All eligible models get &#039;&#039;Slow and Purposeful&#039;&#039;.&lt;br /&gt;
***Calling this a limitation is somewhat an exaggeration, as your units want to shoot anyway and thus don&#039;t Run to begin with. However, your melee units will miss it, and your units generally could shoot on the move anyway due to using Assault/Rapid Fire weapons, so you lose the ability to Run for nothing.&lt;br /&gt;
***Lets you charge after firing your Rapid Fire weapons. Could actually make bayonets a competitive choice.&lt;br /&gt;
***Actually becomes a buff when paired with Armoury of Old Night, given it completely negates the lasrifle&#039;s Heavy type as well as all of the cool Heavy weapons available to Grenadiers and Command Cadres. Similarly, it&#039;s actually really good on Fire Support Squads and Field Gun Batteries; you still only get 4&amp;quot; Movement, but it&#039;s better than having to fire Snap Shots.&lt;br /&gt;
**This Provenance cannot be combined with Gene-crafted.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alchem-jackers&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 30k [[Penal legion]] returns from 1.0, whose battle worthiness is ensured via copious consumption of [[Drugs]]. Given how poor Imperialis Militia leadership is in general, this is better than it sounds. Discipline Collars are no longer a thing, so remember to take Discipline Masters. Has no downsides, so take this when in doubt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Units do not suffer negative penalties to Leadership in the Assault phase.&lt;br /&gt;
***Lets your Discipline Master units survive one more round of combat with that Assault Squad, as you can test on his base Ld8 no matter what, and then re-roll it. Doesn&#039;t actually make you any better in close combat, so don&#039;t get overconfident.&lt;br /&gt;
***Complements &#039;&#039;&#039;Ruthless Tyrant&#039;&#039;&#039; well, as that works during the Shooting and Movement phases. Your army&#039;s incredibly brave, [[Grimdark|if only because they&#039;re drug fiends who will get shot in the head the moment they try to run.]]&lt;br /&gt;
***Oddly good with Warrior Elite, as your pseudo-&#039;&#039;Stubborn&#039;&#039; benefits a lot from higher base Ld.&lt;br /&gt;
**If a unit fails a Morale check in the Shooting phase and still has over half their models, they are Pinned instead of Falling Back. If they lose more than half, they Fall Back as per normal.&lt;br /&gt;
***Mitigates the &#039;&#039;Militia&#039;&#039; sub-type, as your unit won&#039;t get wiped out on being charged while Falling Back if they weren&#039;t Falling Back to begin with.&lt;br /&gt;
***Remember that Cavalry and Monstrous units (Ogryns) cannot be Pinned, so this Provenance renders those types virtually immune to Morale in the Shooting phase (at least until they drop below half models).&lt;br /&gt;
**&#039;&#039;&#039;Frenzon:&#039;&#039;&#039; [[Eversor|Roid rage,]] represented by units being able to buy &#039;&#039;Furious Charge (1)&#039;&#039; for 25 points. As most of your units are behind their opponents in terms of WS, Strength, and Toughness, this merely closes the gap for one Assault phase.&lt;br /&gt;
***You can capitalise on this with Feral Warriors for added Weapon Skill and chainaxes for even more strength and accuracy for that charge. Though the costs add up quickly, remember that even a baseline human with WS 4, &#039;&#039;Furious Charge (1)&#039;&#039; and a chainaxe with sidearm will be getting 3 attacks on the charge at S5 with &#039;&#039;Shred&#039;&#039;. Yes, they&#039;ll still be I3, but if you take shotguns on another unit (or give them to Grenadier Squads), with luck you&#039;ll be hitting on 3s and getting hit on 5s while wounding on 3s with re-rolls. That means your buck standard 20-man Infantry Squad just killed almost &#039;&#039;&#039;12 marines&#039;&#039;&#039; (not accounting for the 2-3 casualties you&#039;ll take when they strike first)... and it only costs you 155 points for that squad. Throw them at the similarly costed 10-man Tactical Squad with bolters and watch your shitty mortals [[What|beat Marines in CQC]]... as long as they don&#039;t die horribly on Overwatch (13 dead Militiamen on average before you swing). But you took Kalliope mortars and grenade launchers for that, [[Cheese|didn&#039;t you?]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Survivors of the Dark Age&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your army is from a world with tons of Dark Age of Technology equipment. Suffered a big change from last edition with its weapon upgrade aspect spun off into a whole other Provenance and the armour upgrade being gone entirely. That said, considering how powerful it was and how Provenances don&#039;t cost anything now, it is only reasonable. While it has no drawbacks, it also confers no inherent benefits, instead giving you a bunch of upgrades. Unless you have a specific plan, this isn&#039;t a very good idea. If you do, however, it suddenly becomes the Legions&#039; Armoured Spearhead Rite of War but for humans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039; &lt;br /&gt;
**10-man Grenadier Squads and Command Cadres can take Rhinos, Termite Assault Drills, and Land Raider Proteus Carriers as DTs. &lt;br /&gt;
***Considering that the army doesn&#039;t have any Dedicated Transport options any more, this Provenance could be worth it on that point alone. However, those vehicles gain the &#039;&#039;Third-line&#039;&#039; sub-type and drop their BS to 3, while not receiving any kind of discount for the downgrades. Still, it allows for mass deployment of Land Raiders that even some Astartes armies cannot afford thanks to the lower taxes that need to be spent on mortal units.&lt;br /&gt;
***Easy access to Land Raiders as Dedicated Transports is a solid alternative to taking the Industrial Stronghold Provenance if you want an armour-focused list. AV14 all around is still a tough nut to crack even with &#039;&#039;Third-line&#039;&#039;, and the Militia list otherwise lacks platforms for lascannons that can stand up to concentrated firepower. Since you can still charge after jumping out of Land Raiders, this is also a good option for melee-oriented lists needing a way to deliver chainaxe-wielding Grenadiers right into your opponent&#039;s face. &lt;br /&gt;
***&#039;&#039;Third-line&#039;&#039; Rhinos will explode from a stiff breeze, but they&#039;re a cheap and perhaps more importantly &#039;&#039;small&#039;&#039; transport option compared to the Cargo-8s in the Fast Attack slot. They can also mount weapons like multi-meltas to provide some firepower that can catch an opponent off guard, but be aware that this almost doubles the Rhino&#039;s price.&lt;br /&gt;
**&#039;&#039;&#039;Voidjumpers:&#039;&#039;&#039; For an extra 20 points, your Recon Squads using this Provenance can be given Militia jet packs, granting them a 12&amp;quot; move range that ignores terrain. They also swap their weapons for two laspistols or two autopistols, the latter of which gives them the firepower of a full 20-man lasgun squad. While the added mobility is nice, especially on &#039;&#039;Light&#039;&#039; Infantry that can already &#039;&#039;Infiltrate&#039;&#039;, they remain fragile guardsmen, and that weapon swap puts them perilously close to literally everything that can take them out. You can withdraw out of realistic charging range of advancing melee units, but that won&#039;t save you from being shot in the face.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoury of Old Night&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where Survivors of the Dark Age is about how the world the army is from managed to keep all of its advanced vehicles and equipment, this one is about all of the insane weapons the world needed to survive the Age of Strife. While it really only improves your infantry&#039;s ability to shoot other infantry, it does so on an incredible level, all at no downside except Provenance clashes. As long as you&#039;re building a ranged army, this is always worth it and almost always an auto-take.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;  &lt;br /&gt;
**All eligible models may replace their lasgun with a lasrifle for free. &lt;br /&gt;
***This limits mobility somewhat, but extends their 2-shot range to 30&amp;quot; and grants them a S6 alternate firing mode. Suddenly, &#039;&#039;&#039;every&#039;&#039;&#039; soldier in the army becomes a threat to nearly everything for no additional cost.&lt;br /&gt;
***As mentioned earlier, Heavy becomes irrelevant if you took Cyber-augmetics.&lt;br /&gt;
**&#039;&#039;&#039;Relic Arms:&#039;&#039;&#039; For an additional cost of 30 points per unit, Grenadier Squads and Command Cadres may replace their lasguns with assault needlers or volkite chargers and swap their laspistols for volkite serpenta or needle pistols. They may also swap their sniper rifles for needle vulnus and may switch heavy stubbers with volkite culverins or needle cannons. These options effectively give you one over on nearly every opponent, all at a &#039;&#039;&#039;cheaper&#039;&#039;&#039; cost than giving a 20-man squad boltguns. &lt;br /&gt;
***While it&#039;s not very consistent in that it replaces your 30&amp;quot; lasrifles with 15&amp;quot; volkite chargers and 18&amp;quot; assault needlers, but also grants significant buffs to long-ranged special/heavy weapons, the options are so good you want to pay the 30pts regardless. For a more detailed analysis, move over to the Armoury of Old Night section of the Ranged Weapons list.&lt;br /&gt;
***Pairs very well with Warrior Elite (letting you take Grenadiers as Compulsory Troops) or Legacy of the Great Crusade (makes everyone with Relic Arms BS4).&lt;br /&gt;
**&#039;&#039;&#039;Heirlooms of Past Glory:&#039;&#039;&#039; Force Commanders using this Provenance can replace a power sword with a paragon blade for 10 points. They may also replace a laspistol with an archaeotech pistol for 10 points. While a paragon blade is nice, you still have to pay for the power sword first, and that becomes a lot of points to spend on a squishy character with WS4. Even with archaeotech pistols being good, Force Commanders already have access to the widest range of pistols in the blast, needle and flame categories, so you really have to think about this option&#039;s worth. &lt;br /&gt;
***The paragon blade becomes better when you have Legacy of the Great Crusade, as you get AP2 at I5, which for once makes your Force Commander a passable melee character. You&#039;ll still die horribly to Marine ICs and TEQ sergeants, but you can kill 1W Artificer Armour sergeants no problem. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Warriors&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An army of screaming barbarians... IN SPACE! Requires you to move away from your normal ranged focus dramatically, but being a Provenance that buffs both your To Hit (improved WS) and To Wound (+1S &#039;&#039;Shred&#039;&#039;) for all of your infantry, it&#039;s almost mandatory for any melee build.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039; &lt;br /&gt;
**All eligible units gain +1 WS when charging.&lt;br /&gt;
***Very, &#039;&#039;very,&#039;&#039; &#039;&#039;&#039;very&#039;&#039;&#039; good. Lets your Levy Squads get out of the WS2 shithole of being hit on 2+ and hitting on 6+ by literally everything from the Space Marine list, while allowing your other humans to hit at a Marine-tier WS4. Particularly good on Cavalry (who need all the help they can get to hit with their charge-only lances) and Ogryns with their base WS4, hitting Marines on a 3+. Bonus points for taking the dreaded Thunder Hammer Ogryn Boss, who can [[Rip and tear|wipe out almost any generic character in the game]] when given the chance to attack.&lt;br /&gt;
***[[Heresy|Filthy Traitors]] can get lots of mileage out of combining this with Debased Rabble, as &#039;&#039;Hatred (Everything)&#039;&#039; is also an enormous To Hit buff that only works on the first round of combat.&lt;br /&gt;
**&#039;&#039;&#039;Chainaxes:&#039;&#039;&#039; Any model with a close combat weapon (practically everyone, really) can buy a chainaxe for 2pts per model or replace a chainsword with one for 1pt. &lt;br /&gt;
***This can get expensive quickly (at least relative to usual Militia costs), as chainaxes cost the same 2pts as the potential Levy wielding it! However, the boost to killing power for either weapon option can be huge (it can actually double the aforementioned Levy&#039;s damage output against T4), and very much worthwhile for any unit that you expect to deal damage in melee, rather than just being bullet/charge sponges. &lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**If your unit is within 12&amp;quot; of an enemy unit during your Assault phase, you must charge if possible.&lt;br /&gt;
***Weaselling out of this is very difficult, as almost everyone will have swapped out their rifle for a pistol and CCW to get the chainaxe, which means they can and therefore &#039;&#039;must&#039;&#039; charge. That said, remember that this doesn&#039;t apply to anyone who fired Heavy/Rapid Fire weapons, e.g. Fire Support Squads, nor does it apply to your big guns like Sentinels or tanks.&lt;br /&gt;
***Like with other faction abilities tied to successful charges, this Provenance &#039;&#039;demands&#039;&#039; a lot of attention to detail in both army composition and movement. Being forced to charge means you should never leave infantry sitting within 9-12&amp;quot; of an enemy, as it leaves them exposed to a forced (and likely failed) charge that opens them up to Overwatch, or even worse an enemy charge the next turn that completely negates your +1 WS bonus. Ensure your units can follow up with easy charges on any turn that you enter the 12&amp;quot; &amp;quot;danger zone&amp;quot;. It is worthwhile investing either in units with innately good movement (like Cavalry), or to take Provenances that help with Movement indirectly, such as Gene-crafted for the &#039;&#039;Fleet (2)&#039;&#039; option or Survivors of the Dark Age for Land Raiders.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kinfolk Helots&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Literally just Squats this time around. Your army gets tougher as a whole, but everyone else hates you because you&#039;re a bunch of ugly abhumans. The perfect opportunity to break out your [[Chaos Dwarf|(Chaos)]] [[Dwarf]] minis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**All eligible models gains +1 Toughness. &lt;br /&gt;
***Your infantry become that much harder to kill, simple as that. Has synergy with Medicae/Cyber-augmetics, as you get &#039;&#039;Feel No Pain (6+)&#039;&#039; against S6/7 now. 6+ is not much, but it&#039;s better than nothing.&lt;br /&gt;
**Every Character, i.e. all squad sergeants and attached advisors, gain &#039;&#039;Battlesmith (6+)&#039;&#039; while Independent Characters instead gain &#039;&#039;Battlesmith (5+)&#039;&#039;.&lt;br /&gt;
***Consider taking this with the Survivors of the Dark Age or Industrial Stronghold Provenances; your shitty infantry spam can repair your &#039;&#039;Third-line&#039;&#039; tanks and undo all of the &#039;&#039;Weapon Destroyed&#039;&#039; and &#039;&#039;Immobilized&#039;&#039; results you&#039;ll take from all of the Penetrating Hits you&#039;ll suffer.&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**All eligible models drop their Movement and Initiative by -1.&lt;br /&gt;
***As a gunline army, you don&#039;t really mind losing Movement. If you really do, take a Cargo-8 or three.&lt;br /&gt;
**May not be taken with the Ogryn Conscripts Provenance. They&#039;re Squats, not [[Halflings]].&lt;br /&gt;
***Doesn&#039;t actually prevent you from taking [[Cheese|T6 Ogryns]], just that they can&#039;t be taken as Troops. &lt;br /&gt;
**Space Marines and Solar Auxilia treat you as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;.&lt;br /&gt;
***As mentioned, the normies don&#039;t like you. Doesn&#039;t say anything about Mechanicum, so you can still get &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with Cyber-augmetics and repair their stuff in the bargain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Abhuman Muster&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Beastmen]] army. Geared heavily towards melee, so choose your other Provenance accordingly. Like Kinfolk Helots, people hate you for being filthy mutants, so don&#039;t expect allies. In an odd display of 40k being [[What|less Grimdark]] than Fantasy, you can take Loyalist Beastmen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**All eligible models gain +1 Strength.&lt;br /&gt;
***Very simple; you hit harder in close combat. Unfortunately, it&#039;s not useful on lance Cavalry (fixed S7) and Ogryn Bosses (Thunder Hammer is already S10), which make up the only non-Character models with AP melee weapons in your army. That said, your other S6 Ogryns can ID humans in melee now. &lt;br /&gt;
**All eligible Character models gain &#039;&#039;Hammer of Wrath (1)&#039;&#039; with Independent Characters and Monstrous units instead gaining &#039;&#039;Hammer of Wrath (2)&#039;&#039;.&lt;br /&gt;
***Remember to make it with the +1S you gain from taking this Provenance. &lt;br /&gt;
***Ogryns don&#039;t benefit, seeing as they already have [[Fail|HoW (2)]]...&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**All eligible models gain &#039;&#039;Bulky (2)&#039;&#039; if they didn&#039;t already have a different version of &#039;&#039;Bulky (X)&#039;&#039;.&lt;br /&gt;
***Prevents you from taking transports easily. Not a big deal, as this is a melee Provenance and nothing you had was an &#039;&#039;Assault Vehicle&#039;&#039; anyway.&lt;br /&gt;
***Can actually help you against [[Night Lords]] by counting as 2 models each for the purpose of being outnumbered, [[Troll|thus denying their Legion trait.]]&lt;br /&gt;
**This may not be combined with the Ogryn Conscripts Provenance, but the bonus still applies to Ogryns that you might take anyway.&lt;br /&gt;
**All eligible models suffer -1BS, to a minimum of BS1.&lt;br /&gt;
***You probably swapped out your rifles for a pistol and CCW on most of your units anyway because this is a melee Provenance. As your pistols weren&#039;t very good anyway, not a major loss.&lt;br /&gt;
***Remember that this only applies to your infantry! It&#039;s a lot more lenient than it sounds when your Sentinels (specifically not affected by Provenances), tanks and Rapiers (do not have &#039;&#039;Militia&#039;&#039; sub-type) keep their BS3 and they were the ones with the big guns in the first place.&lt;br /&gt;
**Space Marines and Solar Auxilia treat you as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;.&lt;br /&gt;
***Again, normie no likey mutie. Doesn&#039;t say anything about Mechanicum, so you can still get &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with Cyber-augmetics and repair their stuff in the bargain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Debased Rabble (Traitors only)&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insane cultist army, part one. [[Khorne|Drives you to fight in melee,]] but doesn&#039;t actually make you any worse at shooting the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**All eligible models gain &#039;&#039;Crusader&#039;&#039; and &#039;&#039;Hatred (Everything)&#039;&#039;.&lt;br /&gt;
***Lets your Feral Warriors models hit at WS4 &#039;&#039;Hatred (Everything)&#039;&#039; and thus very reliably hit Marines. Particularly good with Cavalry and Ogryns, who have actual AP in melee. Also good with Abhuman Muster, as &#039;&#039;Hatred (Everything)&#039;&#039; makes up for not getting the +1WS and you get the same +1S, if not the &#039;&#039;Shred&#039;&#039;, while saving the 2pts per chainaxe; the chainaxes can add up to a lot when, as pointed out under Feral Warriors, the Levy model holding it was 2pt in the first place. In the unlikely circumstance you win combat, you&#039;re also more likely to Sweep, which is always nice.&lt;br /&gt;
***Works great on your lance Cavalry, who only get their lances on the charge anyway. &lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**Grenadier Squads may not be taken at all. Unsurprisingly, the insane cultists don&#039;t have crack infantry. &lt;br /&gt;
**Must charge if able. See the Feral Warriors tab for how to counteract this. If you were taking Feral Warriors, you suffer from this anyway, so not a downside in that circumstance.&lt;br /&gt;
**May not be combined with the Survivors of the Dark Age Provenance. As stated, you&#039;re leading a pack of insane cultists and insane cultists don&#039;t tend to preserve millennia-old technology well. [[Derp|No, don&#039;t ask us why Armoury of Old Night isn&#039;t barred too.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tainted Flesh (Traitors only)&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insane cultist army part two, now with mutations! Very spooky to anyone in their right mind, but very heavily restricted in what they can take. Again, the raving madmen very strangely don&#039;t shoot any worse than models from most other Provenances...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Eligible units gain &#039;&#039;Fear (1)&#039;&#039; and &#039;&#039;Furious Charge (1)&#039;&#039;.&lt;br /&gt;
***Sounds good, but competes directly with Feral Warriors/Debased Rabble, which simply offer more melee buffs. True, &#039;&#039;Furious Charge (1)&#039;&#039; is more general than chainaxes because it works on other weapons too, but your units are either on basic CCW (all of your infantry, Ogryn included) and thus would have taken a chainaxe anyway, have fixed Strength (lance Cavalry) or don&#039;t need more Strength (power weapon Ogryn Boss). &lt;br /&gt;
***That said, the two Traitor Provenances can combine to be pretty good; &#039;&#039;Furious Charge (1)&#039;&#039; and &#039;&#039;Hatred (Everything)&#039;&#039; make up for losing +1WS and chainaxes from not taking Feral Warriors, while &#039;&#039;Fear (1)&#039;&#039; and &#039;&#039;Crusader&#039;&#039; make it more likely for your units to Sweeping Advance the enemy. &lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**All Compulsory Troops must be Militia Levy Squads. &lt;br /&gt;
***Remember, these guys can&#039;t take objectives due to lack of &#039;&#039;Line&#039;&#039; sub-type, so take other infantry for that.&lt;br /&gt;
***[[What|You still have Grenadiers despite being Chaos mutants.]] Consider taking them and using their 4+ saves to stay on objectives.&lt;br /&gt;
**The Detachment may not include more other Infantry-type units than it already has Levy Squads.&lt;br /&gt;
***Explicitly doesn&#039;t effect your HQ units and does &#039;&#039;&#039;NOT&#039;&#039;&#039; say anything about taking Cavalry or Vehicles, the latter of which operate as per normal. However, remember Sentinels are Infantry now, not Vehicles.&lt;br /&gt;
**The only permitted HQ choices are Force Commanders and Rogue Psykers. &lt;br /&gt;
***Losing Discipline Masters can really hurt, given the disaster that is Imperialis Militia leadership and the fact that you&#039;ll be deploying tons of Levy Squads. Make up for it with your Warlord Trait and/or your other Provenance.&lt;br /&gt;
**May not be taken with the Survivors of the Dark Age, Gene-crafted, Ogryn Conscripts, or Alchem-jackers Provenances. &lt;br /&gt;
***You &#039;&#039;&#039;CAN&#039;&#039;&#039; take Warrior Elite to make up for the fact that you have no Discipline Masters. [[Derp|No word on how to resolve Warrior Elite making your Levy &#039;&#039;Support Squad&#039;&#039; while this makes you take Levy as Compulsory Troops.]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ogryn Conscripts&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Awesome|Ogryns as Troops.]] Surely you can see where this is going? No downsides other than Provenance restrictions, but there are a ton of those; check the other Provenance before you start salivating about combos. Consider bringing out your [[Ogre Kingdoms]] minis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Ogryn Brute Squads can be taken as Troops choices, with those taken as Compulsory Troops gaining the &#039;&#039;Line&#039;&#039; sub-type. &lt;br /&gt;
***Three-quarters of the selling point of the Provenance. The two units taken as Compulsory Troops are going to be very difficult to shift from objectives, given how beefy Ogryns are.&lt;br /&gt;
**Discipline Masters, Militia Medicae and Force Commanders can join Ogryn Brutes, ignoring the usual restrictions.&lt;br /&gt;
***The other quarter of the selling point. Medicae are useful because Ogryns will get &#039;&#039;Feel No Pain (6+)&#039;&#039; against basically everything and it will stack with the 5++ they get from boarding shields. Discipline Masters prevent your 500 point Ogryn squad from breaking because they fluffed a round of combat, while being able to attach your Force Commander means you can confer Warlord Traits.&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**Space Marines and Solar Auxilia treat you as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;.&lt;br /&gt;
***Still doesn&#039;t say anything about Mechanicum, so you can still get &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with Cyber-augmetics and repair their stuff in the bargain.&lt;br /&gt;
***You have Ogryn troops. Do you really need allies to help you?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Industrial Stronghold&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You know the story of how the Soviets at Stalingrad drove their tanks right off the assembly line into battle? Basically this. Enjoy being one of the few armies that can take more tanks than the Solar Auxilia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Leman Russes can now be taken in squadrons of up to six tanks, rather than being one per slot. &lt;br /&gt;
***Singlehandedly invalidates taking any other tank in the list. The Vanquisher is so powerful it&#039;s not even funny, and now you get six of them per slot. For people who are bored of spamming the same cannon on twelve tanks, the Executioner is also a good choice for wiping out most infantry units. &lt;br /&gt;
**You gain two Heavy Support slots solely for Leman Russes. &lt;br /&gt;
***So you can take your twelve Russes without compromising your ability to take Rapiers/artillery. Bring out the big guns; your Provenance is named Industrial Stronghold for a reason.&lt;br /&gt;
***Consider pairing this with Kinfolk Helots, so you can use your infantry to fix up all of the Penetrating Hits you&#039;ll take from having twelve tanks with the &#039;&#039;Third-line&#039;&#039; sub-type. &lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**May not be taken with the Unending Horde, Debased Rabble, Tainted Flesh, or Ogryn Conscripts Provenances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Unending Horde&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stereotypical Imperial Guard human wave attack, now in 30k. Combine this with the &#039;&#039;&#039;Ruthless Tyrant&#039;&#039;&#039; WT, and you have [[Commander Kubrik Chenkov]], or at least his distant ancestor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Militia Infantry Squads and Militia Levy Squads that are destroyed can be returned to Reserves on a D6 roll of 4+. They retain their wargear options, though any attached advisors are lost. &lt;br /&gt;
***As anyone who has done mathematical series in school knows, the sum of the series of (1 + 1/2 + 1/4... 1/2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt;) is 2. So here&#039;s the deal; if you take the maximum 18 squads of Infantry/Levy to start the game, your opponent has to statistically kill 36 squads to actually get rid of all of them. It&#039;s true that your units come on from Reserves and therefore from your own map edge, but good luck to your opponent if he wants to advance into your deployment zone.&lt;br /&gt;
***Particularly good with Levy; as they all self-destruct upon Falling Back, [[Grimdark|you can summon another one from Reserves immediately]] without having to wait for them to fall back off the map edge.&lt;br /&gt;
****As your &#039;&#039;Endless Horde (4+)&#039;&#039; units come on from your own map edge, find ways for them to get into action quickly. Armoury of Old Night can help by making all of them have 30&amp;quot; range, while Gene-crafted can help them run back into the fight with &#039;&#039;Fleet (2)&#039;&#039;.&lt;br /&gt;
***As your Medicae/Discipline Masters don&#039;t come back, try to take a Provenance/Warlord Trait and replicate what they do instead. Cyber-augmetics/Kinfolk Helots is great for making your guys more durable, while Warrior Elite/Alchem-jackers/&#039;&#039;&#039;Ruthless Tyrant&#039;&#039;&#039; can help prevent your units from running.&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**Grenadier Squads become Elites choices when using this Provenance. Not too bad, as there aren&#039;t that many good choices for Elites in this army list anyway, so it essentially just stops them competing with your Troops.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
This army has staggering variety of less than staggering small arms, allowing you precise control over the balance and type of your firepower to affordability. The big guns have generally been severely nerfed since 1.0, but many are still usable and the non-template ones have, if anything, been greatly buffed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
What we would call firearms today. As expected, use varies widely based on size, rate of fire and caliber, but has poor AP with one very large exception.&lt;br /&gt;
*&#039;&#039;&#039;Autorifle:&#039;&#039;&#039; Reskinned Lasgun with the same 24&amp;quot; Rapid Fire S3 AP-. &lt;br /&gt;
*&#039;&#039;&#039;Autopistol:&#039;&#039;&#039; 9&amp;quot; S3 AP- Pistol 2. Any unit that has access to a Laspistol generally may take an Autopistol instead if they choose to. The 3&amp;quot; loss in range will barely matter in most instances, particularly if either party intends to get into assault, as either player will try to close to a comfortable distance to make sure that charge distance roll actually succeeds. So the Autopistol is usually the better choice for attackers and units performing overwatch reactions. &lt;br /&gt;
*&#039;&#039;&#039;Stubcarbine&#039;&#039;&#039; 12&amp;quot; S3 AP- Assault 3. Pistol range, but beats out Lasgun/Autorifle once it gets there. If you anticipate being this close then it is the clear winner. Though you are certain to be counter attacked and chewed up from being this close.&lt;br /&gt;
*&#039;&#039;&#039;Shotgun:&#039;&#039;&#039; 12&amp;quot; S3 AP- Assault 2, but with &#039;&#039;Concussive (1)&#039;&#039;. They can potentially reduce the WS of their target unit by one if they fail a leadership save. Obviously everyone has better WS than Militia, so if you can actually get this to work, it can make a fight against a non-elite melee opponent slightly more manageable, if not winnable. But everyone also have better Ld than Militia, so it is unlikely to really come into play a lot. If you actually intend to get into combat with some units, then it may be worth taking. Otherwise a Stubcarbine is strictly better at the same range.&lt;br /&gt;
**On the flip side, while a single unit cannot force multiple Concussive tests...multiple units CAN. So if you&#039;re taking Shotguns, go all in. A squad of Grenadiers might only have a 25% chance to make Marines fail a LD test...but if they&#039;re backed up by an Infantry Squad who also shot the Marines then you now have a 43% chance (75% x 75%). Not to mention Ogryn&#039;s can take Thunderstubs with &#039;&#039;Concussive&#039;&#039;, so you can back them up with this same tactic.&lt;br /&gt;
*&#039;&#039;&#039;Sniper Rifle:&#039;&#039;&#039; The same gun from the Legion list. Has the most armor-piercing ability of your Sniper choices thanks to &#039;&#039;Rending (5+)&#039;&#039;, so it&#039;s your default choice against Marines.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; A modern day HMG. It&#039;s an OK anti-infantry option with Heavy 3 S4 AP6, but as a squad heavy weapon it clashes with the 24&amp;quot; Rapid Fire of the stock Lasgun/Autorifle (everything else has even shorter range) and is underpowered compared to the Heavy Bolter/Multi-laser as a Fire Support squad/vehicle option. That said, if you so much as kill 1 Marine, you&#039;ve made back your points. Is that likely? Up to you to decide.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; The S7 AP4 Heavy 2 classic, except now with &#039;&#039;Rending 6+&#039;&#039; so you peasants without Assault Cannons can also roll random crits. A good choice on your Fire Support squads given its price, high rate of fire making up for poor BS and the relative lack of S6/S7 shooting in the list. More questionable on vehicles and Sentinels, as you&#039;re already paying so much for the platform it comes in and you might as well get a better gun.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Has been nerfed into the ground because it countered MEQs too hard in the previous edition. Its S8 AP4 is frankly useless against Dreadnoughts/Automata, its 3&amp;quot; blast is too small for anti-infantry, while it&#039;s simply not as good against vehicles compared to...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Cannon:&#039;&#039;&#039; An absolutely excellent choice against literally anything bigger than an MEQ. Heavy 2 &#039;&#039;Brutal (2)&#039;&#039; means you have respectable wound volume, while S9 AP2 means reliable wounding against Dreadnought/Automata and ID against Terminators. &#039;&#039;Sunder&#039;&#039; makes it formidable as an anti-vehicle option too. Unless you&#039;re playing against Sisters of Silence, there will always be a good target for the Vanquisher. Take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Various heavy ordnance that don&#039;t fit under Auto weapons for whatever reason. A lot of these are specific to a single unit, so look in those entries instead.&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; Like the Battle Cannon, it was seriously nerfed from 1.0, this one because it countered TEQ too hard. However, the rework is a usable weapon, as S12 Ordnance means you will penetrate basically any vehicle, while AP3 &#039;&#039;Sunder&#039;&#039; gives it 1-shot potential against smaller Automata. It&#039;s not generally as good as the Vanquisher, but don&#039;t discount this when playing against Mechanicum or Imperial Army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The classic automatic rocket launcher. A better anti-infantry option than Las/Auto, but don&#039;t expect to use it as anything other than that.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The Marine-standard S4 AP5 24&amp;quot; Rapid Fire. Generally worth it on the models that can get it, as it is indeed that much better than the lasgun.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 1-shot 12&amp;quot; pistol version of the above. Most models with access to Bolt Pistols have access to Blast Pistols for the same cost. Unless you think you need the extra 3&amp;quot; range, then the extra shot and strength will always be the better choice.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; At Heavy 4 S5 AP4, it&#039;s one of the better anti-infantry options on your Fire Support Squads. Also available as a vehicle/Sentinel mount.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty similar to Auto weapons at the lower sizes, but changes to high strength with good AP as it gets bigger. &lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; The good old Imperial Guard weapon everyone knows from 40k with 24&amp;quot; S3 AP- Rapid Fire. All of your Troops have this as standard. However, most units can replace them with better options.&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; 12&amp;quot; S3 AP- pistol that everyone knows. Better than nothing. Really more for the +1A than for the actual pistol. Don&#039;t expect to see this often, as the Autopistol is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Available to several kinds of squad sergeant, as well as Discipline Masters. 9&amp;quot; range with S6 AP4, Pistol 2. Vastly superior to the stock las/autopistol in nearly every aspect and are a reliable threat against everything up to light vehicles, they usually come in cheap at 5 points for the upgrade which is definitely worth the price. &lt;br /&gt;
*&#039;&#039;&#039;Lascarbine:&#039;&#039;&#039; 18&amp;quot; S3 AP6 Assault 2 lasguns. So you trade some maximum range for more shots at the mid range, and the freedom to charge after.&lt;br /&gt;
*&#039;&#039;&#039;Long-las:&#039;&#039;&#039; Laser sniper rifle. Loss of &#039;&#039;Rending&#039;&#039; compared to the stock Sniper Rifle means it&#039;s less effective at piercing armour, but S6 AP4 means it&#039;s murder against both flavors of Imperial Army by piercing Carapace/Void Armour and causing Instant Death, denying &#039;&#039;Feel No Pain&#039;&#039; in the process. Also has &#039;&#039;Sunder&#039;&#039; which isn&#039;t much on a S6 platform, but may sometimes be useful for light vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; A generally respectable anti-light infantry weapon with its S6 AP6 Heavy 3, sharing duty with the Heavy Bolter as the resident medium strength high volume anti-light infantry weapon. Not as good as the Heavy Bolter, but many units don&#039;t feature both as an option, so you take what you can get.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; The big-boy anti-vehicle/Dreadnought/Terminator Heavy weapon you know and love. S9 AP2 &#039;&#039;Sunder&#039;&#039; means it can very reliably blow up vehicles and cause wounds on anything with a Toughness value, while 48&amp;quot; lets you do it from very far away. Your cheapest way of getting some is on Fire Support Squads, but you can also take them on Sentinels and vehicle mounts. &lt;br /&gt;
*&#039;&#039;&#039;Gravis Lascannon:&#039;&#039;&#039; 2-shot version of the above. Unfortunately competes directly with the objectively superior Vanquisher, so don&#039;t expect to see this often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
S8 AP1 weapons with &#039;&#039;Armourbane&#039;&#039; at half range. Good against vehicles as expected, but has taken over from Plasma as the anti-TEQ option thanks to retaining the ability to ignore 2+ saves and having ID against T4.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot; Assault 1 form. The competitor of the Plasma Gun as the anti-TEQ infantry squad special weapon; it&#039;s generally better, and is priced as such. You don&#039;t nearly get enough of them to actually threaten Terminator units, so just treat them as a source of additional firepower rather than an actual counter.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; 24&amp;quot; &#039;&#039;Twin-linked&#039;&#039; form; it&#039;s also Heavy 1, but everyone who can take one is a vehicle or a Sentinel, so you don&#039;t care. Actually a good weapon, as &#039;&#039;Twin-linked&#039;&#039; makes up for your mediocre BS3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Self-propelled munitions with an exploding warhead. Not generally as good as a specialized weapon and can get screwed over by specialized wargear that protects against missiles in particular. &lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy 1 weapon that can switch between S4 AP6 3&amp;quot; Blast &#039;&#039;Pinning&#039;&#039; Frag, and S8 AP3 Krak. Occupies its customary role between the Lascannon as an anti-vehicle choice and your various quick-firing weapons as anti-infantry. Unfortunately no longer a source of anti-air, as you do not get Flak Missiles.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile:&#039;&#039;&#039; One-use Krak missile for your vehicles. Won&#039;t do much given your BS3, but can be good fodder against Weapon Destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
High strength AP4 &#039;&#039;Breaching (4+)&#039;&#039; weapons, with a propensity for exploding. Unlike marines, you don&#039;t get an armour save against &#039;&#039;Gets Hot!&#039;&#039; because the resultant wound is AP4, so see if you can find some way to mitigate it, like &#039;&#039;Feel No Pain&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039;  12&amp;quot; pistol form. One of the best pistols that a character can be given as it can reliably kill the typical models that the rest of the squad will also be shooting at, but if the weapon explodes it is unlikely that the model carrying it will survive. But the model carrying it was unlikely to survive very long from being within 12&amp;quot; of the enemy in any case.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire form. Available as a special weapon on your infantry and is really one of your only ways of killing TEQs in an infantry-sized package. Unfortunately not very good at that anymore due to losing flat AP2 and TEQ being 2 wounds, and competes directly with Meltaguns in that role.&lt;br /&gt;
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&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; A mini Missile Launcher, with a S3 AP6 3&amp;quot; blast &#039;&#039;Pinning&#039;&#039; Frag shot and S5 AP4 Krak shot. Absolutely not worth it for 10 points in a game where Plasma Guns are 10 points.&lt;br /&gt;
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===Melee Weapons===&lt;br /&gt;
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&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons with no AP, but &#039;&#039;Shred&#039;&#039; and possibly improved strength. The chainsword is character-exclusive, but the chainaxe is available to anyone with a CCW as long as you take Feral Warriors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; One of the most iconic weapons of the franchise, now with &#039;&#039;Shred&#039;&#039; to reflect the fact that a chainsaw should really hit harder than a knife. [[Derp|Entirely not worth it at 5 points]], when a Power weapon is 10 and compared to...&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; The above, except +1S and 2pt per model. As you took Feral Warriors for the purpose of building for melee anyway, this is absolutely worth it on any and all of your units, except on characters and maybe Cavalry. Take it and take it by the ton.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise normal weapons with a matter disruption field, translating in game as AP2/3. Character-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Same old S:User AP3, except now with &#039;&#039;Rending (6+)&#039;&#039;. Not a good idea, as lacking the strength bonuses of the Spear and Maul means you will have difficulties with wounding, while your I3 means you hit after everyone else and you might as well take the Axe. &lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; Same old S+1 AP2. Gives your characters a fighting chance against MEQ sergeants... as long as you survive going last. Can be improved with your extensive list of strength bonuses from Provenances and/or Warlord trait too.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; S+2, but now AP3, meaning you can actually hit pretty hard against MEQs. Assuming you don&#039;t get stuck in a challenge, you can do serious damage with this. Can also do OK against Automata.&lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; One of the premier anti-MEQ weapons with S+1 AP3 &#039;&#039;Reach (1)&#039;&#039;, allowing you to hit at the same time as MEQ. That said, if you&#039;re not in a challenge you can just allocate wounds to the random scrubs and make sure your character survives to use his Maul, while anyone in a challenge will likely need AP2 to fight Artificer Armour sergeants. However, if you&#039;re fighting GEQ, going first can give you the edge.&lt;br /&gt;
&lt;br /&gt;
The following is not available to Discipline Masters, and is instead only available to Force Commanders and Grenadier/Command Cadre sergeants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Its Sx2 AP2 cannot usually cause ID against MEQ/TEQs, as you have base strength 3, and even if you get strength bonuses you&#039;re liable to dying before you can attack at I1. Think very carefully before taking this on anyone who isn&#039;t your Force Commander, as you&#039;re very likely paying 15pt for a weapon you won&#039;t get to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb:&#039;&#039;&#039; The same 1 S8 AP1 attack at I1, except it now causes ID because Dreadnoughts have normal statlines now and the Melta Bomb should be useful against them. Available on Force Commander, Discipline Masters and Grenadier/Command Cadre sergeants; you can&#039;t mass it like Space Marines, but you really have no better choices against a Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; Turns your lasgun/autorifle/bolter into a spear. +1S is good, but &#039;&#039;Two-handed&#039;&#039; is not, particularly when you can&#039;t normally shoot the gun it&#039;s attached to before charging (Rapid Fire), while anyone who actually wants to be in melee will make the free trade to pistol+CCW and not have a bayonet in the first place. Becomes better with Cyber-augmetics, which allows charging after firing Rapid Fire weapons; it costs more and still isn&#039;t as good as pistol+CCW, but it may be worth it if you really want to keep your rifle. &lt;br /&gt;
*&#039;&#039;&#039;Militia Lance:&#039;&#039;&#039; Remember that glorious bastard who took Warhammer Fantasy handguns as Auxilia Rifles on his infantry in 1.0 and started gunning down Space Marines? You can do that now with your knight models, except your S7 AP3 &#039;&#039;Brutal (2)&#039;&#039; lance is actually capable of killing Marines, all with a cool &#039;&#039;Sudden Strike (2)&#039;&#039; to make sure you go before those Marines. What&#039;s the problem? &#039;&#039;Ungainly&#039;&#039;, which limits you to using it on the charge, and then only making 1 attack. This means it&#039;s only really good on your rank and file Cavalry models, as all of the mounted characters who can take one can and should take something that grants more attacks. Even then, it&#039;s a close call between this and Feral Warrior chainaxes against 1W MEQs, not to mention anyone wearing other armour. That said, it&#039;s also amazing against Mechanicum, as it will wound Automata reliably, ignore their armour and cause tons of wounds.&lt;br /&gt;
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===Armoury of Old Night===&lt;br /&gt;
This section lists weapons that are only available when you take said Provenance. Generally very good weapons that live up to the name of the Provenance, allowing you to pack much more firepower than usual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lasrifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lets you [[pretend]] your infantry are Solar Auxilia. At Heavy 2 30&amp;quot;, it has a lot more firepower at range than the 24&amp;quot; Rapid Fire lasgun. It also gains a Blast Charger mode, giving it 18&amp;quot; range, S6 AP4. Imagine having a whole army with S6 weapons for free? While the range is short and marines still get their saves, in bulk this weapon can easily threaten everything they fire at. Even T6 Primarchs should be wary about charging into a massed unit of these, while you can laugh at any enemy GEQs trying to get into melee as you Overwatch them with ID wounds that ignore their armour.&lt;br /&gt;
*Particularly useful with Levy squads, as fitting all 50 models into range is a lot easier when you have 30&amp;quot; Heavy 2 instead of 24&amp;quot; Rapid Fire. Moreover, as they are [[Ork|BS2]], don&#039;t be afraid to shuffle some models around and fire Snap Shots on them, so you can fit more models into the firing line.&lt;br /&gt;
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&#039;&#039;&#039;Relic Arms&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Grenadier/Command Cadre specific choices. The Pistol choices replace the laspistol/autopistol, the Assault choices replace the lasgun/autorifle, the Culverin/Cannon replaces Heavy Stubbers and Vulnus replaces Sniper Rifles. As noted in the Provenance entry you pay 30pts flat, so it pays to take large units. Remember both units come with a tri-weapon setup, so you can take the pistol upgrade together with whatever longarm/heavy weapon/special weapon upgrade you take.&lt;br /&gt;
*&#039;&#039;&#039;Needle Weapons:&#039;&#039;&#039; Generally quick-firing weapons with no AP, but various levels of &#039;&#039;Poisoned (X)&#039;&#039; so you can stack up the wounds and force saves. Also has &#039;&#039;Pinning&#039;&#039; as a general trait. &lt;br /&gt;
**&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; The only one that can be taken without Armoury of Old Night, by your Force Commander and Discipline Masters. As a 2-shot &#039;&#039;Poisoned (3+)&#039;&#039; pistol, it competes directly with more powerful options like Blast/Plasma Pistol, which also wound reliably and have better AP. An excellent choice for non-Assault Needler Grenadier/Command Cadre units, as it&#039;s also a very good backup weapon to the Lasrifle and can potentially Pin charging opponents on Overwatch.&lt;br /&gt;
**&#039;&#039;&#039;Assault Needler:&#039;&#039;&#039; The absolute best you can get on infantry (barring special/heavy weapons) in this list. Assault 3 means it outguns its main competitor in the Volkite Charger (not to mention the shitty Stubcarbines and shotguns you get by default), while &#039;&#039;Poisoned (3+)&#039;&#039; lets it wound more reliably. &#039;&#039;Pinning&#039;&#039; is just the cherry on the cake, letting you snare any assault units who might try to take advantage of your 18&amp;quot; range. All this for 30 points on the entire squad, meaning you pay &#039;&#039;&#039;1.5 points per weapon&#039;&#039;&#039; to upgrade from the Lasrifle on full squads. Almost a bigger selling point for the Provenance than armywide Lasrifles.&lt;br /&gt;
**&#039;&#039;&#039;Needle Cannon:&#039;&#039;&#039; A somewhat questionable choice, as it&#039;s not that much stronger than the Assault Needler with 1 extra shot, while its short range and Heavy will screw you over as you fire Snap Shots when you move into range. Moreover, it overlaps heavily with the (generally superior) Volkite Culverin, and competes with Melta/Plasma as a close range special weapon.&lt;br /&gt;
**&#039;&#039;&#039;Needle Vulnus:&#039;&#039;&#039; A variant sniper rifle. Has less armour piercing than the Sniper Rifle due to being &#039;&#039;Breaching (6+)&#039;&#039; instead of &#039;&#039;Rending (5+)&#039;&#039; and cannot ID GEQs like the Long-las, but makes up for it by being 2-shot and pseudo-&#039;&#039;Fleshbane&#039;&#039; with &#039;&#039;Poisoned (2+)&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Volkite Weapons:&#039;&#039;&#039; Medium strength quick-firing weapons with poor AP, and therefore have significant overlap with Needle Weapons. Mostly boils down to whether you want flat strength or flat &#039;&#039;Poisoned&#039;&#039; rolls, and how much you value &#039;&#039;Deflagrate&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Volkite Serpenta:&#039;&#039;&#039; 9&amp;quot; 2-shot pistol with S5 AP5. Not generally as good as the 12&amp;quot; Needle Pistol, but take this on Assault Needler units because the Needle Pistol is a weaker Assault Needler and the only time you&#039;ll use your pistol is when your Assault Needler can&#039;t handle whatever you&#039;re targeting, like light vehicles or units with resistance against &#039;&#039;Poisoned&#039;&#039; weapons.&lt;br /&gt;
**&#039;&#039;&#039;Volkite Charger:&#039;&#039;&#039; Turns your Grenadiers into knockoff Veletaris. Not a good choice, as the Assault Needler is superior in almost every circumstance and you can simply use your Volkite Serpenta for those circumstances when you really need S5 shooting.&lt;br /&gt;
**&#039;&#039;&#039;Volkite Culverin:&#039;&#039;&#039; 45&amp;quot; S6 AP5 5-shot weapon. A truly excellent weapon that equals almost 5(!) Lasrifles in firepower and is thus worth taking on Lasrifle Grenadier units to buff up their firepower. That said, on Assault Needler units, it competes with Melta and Plasma, where its high rate of fire is mitigated by being forced to fire Snap Shots while on the move and having poor AP. As you only get 1 of them on Command Cadres, it&#039;s not worth paying 30 points.&lt;br /&gt;
&#039;&#039;&#039;Heirlooms of Past Glory&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This option is exclusive to Force Commanders. This allows you to switch out their power sword (that they still have to pay points for) for a paragon blade and swap out their laspistol or autopistol (presumably, anyway) for an archaeotech pistol, each only costing 10 points.&lt;br /&gt;
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===Equipment===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Armour:&#039;&#039;&#039; Plate armour in SPEHSS and so is made of futuristic ceramics/plastics instead of steel. 4+ save available to Grenadiers by default and to a bunch of other units as upgrades. Almost always worth it, as it gives you a save against the dreaded Volkite that counters everything you have smaller than a Sentinel.&lt;br /&gt;
*&#039;&#039;&#039;Flak Armour:&#039;&#039;&#039; Classic T-shirt 5+ save. Default on basically everyone who isn&#039;t a Grenadier. &lt;br /&gt;
*&#039;&#039;&#039;Militia Vexilla:&#039;&#039;&#039; The standard &amp;quot;+1 CR banner&amp;quot; you get like in other armies. Worth considering on Discipline Master units or melee builds, but arguably not worth it on other ranged units because you&#039;ll usually lose combat by so much +1 doesn&#039;t matter. &lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
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===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Force Commander:&#039;&#039;&#039; You need one of these in your detachment in order to use Provenances, and all other HQ choices have the &#039;&#039;Support Squad&#039;&#039; rule, so you need one anyway. Thankfully Provenances are free this edition, so that&#039;s less of a worry. This guy has lots of good options, so he can easily be customized out the way you want him to be, and also has some of the best pistol choices in the army. The problem is that he is WS/BS4 I3, so cannot really compete in an environment that includes Space Marines, Custodians, and Primarchs. So unless you can match up some Provenances to gear that makes him marginally impressive, sometimes it&#039;s better to just go cheap and focus your attention on your flavourful squads instead. &lt;br /&gt;
**A Charnabal Saber is actually a good melee weapon for him, with S3 he only tends to wound on 5+ anyway. This weapon then makes all of those wounds AP2 with &#039;&#039;Breaching (5+)&#039;&#039;, and with &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039; it can even the playing field somewhat against Marine sergeants. If you really want to go first, Charnabal Glaive is also an acceptable choice.&lt;br /&gt;
**With Legacy of the Great Crusade his Initiative jumps from 3 to 5, which suddenly puts him ahead of most basic units in other armies, giving him a fighting chance against random sergeants who might think he is easy pickings. Moreover, Iron Halo + Cyber-familiar gives him a 3++, so he gets a strong save against literally anything the enemy can throw at him.&lt;br /&gt;
***Alternatively, &#039;&#039;&#039;Marcher Lord&#039;&#039;&#039; gives him &#039;&#039;Battle-hardened (1)&#039;&#039;, which when combined with Kinfolk Helots makes him tougher than Praetors for ID purposes. This makes him impossible to kill with Power Fists and Thunder Hammers, as he&#039;s still a 3W IC with a 3++ and possibly 6+++. Bonus points for taking Abhuman Muster, making him S4 and thus able to ID Marines with a Power Fist.&lt;br /&gt;
**With Armoury of the Old Night, he can buy a Paragon Blade and/or an Archaeotech pistol. These become added expenses that probably don&#039;t justify their points on a model that won&#039;t really utilise it properly. &lt;br /&gt;
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*&#039;&#039;&#039;Discipline Master Cadre:&#039;&#039;&#039; The Imperial Army&#039;s version of Commissars, Discipline Masters are cheap, flexible, and indispensible thanks to their special rules boosting the Militia army list&#039;s mediocre (but very important!) Morale. Starting at 20pts, with the option to include up to &#039;&#039;11&#039;&#039; more in the same &amp;quot;squad.&amp;quot; They have a wide variety of upgrades available, and their survivability can be cheaply and substantially increased with carapace armour and refractor fields. At WS4, they can hold their own in melee, though power weapons are relatively pricey at +10pts apiece. Their ranged options are less costly, but really you&#039;re getting Discipline Masters for their two &#039;&#039;very&#039;&#039; important special rules, rather than upgrades. Those special rules are:&lt;br /&gt;
**&#039;&#039;Instil Order&#039;&#039;: When a squad with an attached Discipline Master fails a Morale check, the check can be re-rolled at the cost of D3 wounds inflicted on the squad with no AP. This is a small price to pay, given that Falling Back for units with the &#039;&#039;Militia&#039;&#039; sub-type is often a death sentence. This massively boosts a unit&#039;s ability to stay in the fight, as a re-roll for the Discipline Master&#039;s own Ld8 means you&#039;re giving Space Marines a run for their money in sheer grit.&lt;br /&gt;
***Note that these Wounds can&#039;t be applied to other attached Characters or the Discipline Master himself. The average lasman is not encouraged by their Discipline Master whipping himself, sadly. Moreover, as it&#039;s D3 AP- wounds, your models get their 4+ Carapace/5+ Flak save against it, as well as any &#039;&#039;Feel No Pain&#039;&#039; they may have. While [[Grimdark|life is cheap in the 31st Millennium]], it&#039;s always good to know you can potentially pay nothing for the reroll.&lt;br /&gt;
**&#039;&#039;Among the Ranks&#039;&#039;: Discipline Masters are individually assigned to units with the &#039;&#039;Infantry&#039;&#039; Type and &#039;&#039;Militia&#039;&#039; Sub-type before Deployment, though this can be extended to Cavalry by an upgrade and Ogryns through a Provenance. Discipline Masters gain the special rules of units they&#039;re attached to, so Fire Support and Field Gun squads will keep their &#039;&#039;Heavy&#039;&#039; bonus even with a Discipline Master making sure they don&#039;t abandon the guns. &lt;br /&gt;
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*&#039;&#039;&#039;Imperial Militia Command Cadre:&#039;&#039;&#039; Basically Grenadiers you can take from HQ. The largest differences are [[What|losing 1 special weapon]] and &#039;&#039;Line&#039;&#039;, but being able to take the Militia Standard, which is the Militia Vexilla except with &#039;&#039;Stubborn&#039;&#039;. Combined with a Discipline Master&#039;s Ld8 and reroll, this unit can be surprisingly difficult to shift. Otherwise, treat them like Grenadiers; the sergeant-specific upgrades aren&#039;t really that special.&lt;br /&gt;
**Can also serve as Retinue to your Force Commander, so that you can free up HQ slots for Discipline Masters and/or Assassins.&lt;br /&gt;
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*&#039;&#039;&#039;Rogue Psyker&#039;&#039;&#039; &#039;&#039;(Traitors only)&#039;&#039; The Rogue Psyker is equal parts good and bad at the same time. If you want to take Daemons in the detachment, then you&#039;ll need at least one of these to be able to summon them to the battlefield with the &#039;&#039;Breach the Veil&#039;&#039; power. While their offensive psychic powers are either the safe-but-basic &#039;&#039;Aetheric Lightning&#039;&#039; that only risk Perils of the Warp if they want to double the strength of the attack to S6, or the bullet spamming &#039;&#039;Void Darts&#039;&#039; that risks Perils every time they use it. However, with the Rogue Psyker&#039;s terrible BS2 he is unlikely to hit much with either power. They can also purchase Force Weapons for a not-insignificant 10 points, but with WS2 they are not likely to ever hit anything either. So looks like the best use of them is to get those Daemons onto the table.&lt;br /&gt;
**They do have &#039;&#039;Fear (1)&#039;&#039; as an inherent special rule, so can drop enemy Ld values within 12&amp;quot; by one with their mere presence. This allows for useful combinations with other weapons that have &#039;&#039;Concussive&#039;&#039; or &#039;&#039;Pinning&#039;&#039; to get better use out of those weapons, depending on what squad you attach the Rogue Psyker to.&lt;br /&gt;
**If you don&#039;t attach the Rogue Psyker to a different squad, he is more than capable of bringing his own. He can buy up to nine Wardens at five points each, and they are quietly better than nearly every other squad in the army. They all have Ld7 as standard, and each warden has a pistol and close combat weapon as well as two attacks basic. They also can each buy a Blast Pistol for the bargain basement cost of 2 points, giving a whole squad of guys who can throw out two S6 pistol shots each. Admittedly this is not a range you want the Rogue Psyker to be within, but it does mean that his squad has a surprising amount of punch.&lt;br /&gt;
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*&#039;&#039;&#039;Expeditionary Navigator&#039;&#039;&#039; &#039;&#039;(Militaris Attaché)&#039;&#039; Made available to all factions as part of the Legacies of the Solar Auxilia list. Currently this is the only way for loyalists to get a &amp;quot;psyker&amp;quot; in the detachment, and for 50 points you aren&#039;t getting much, a fragile conscript model with a 5+ invulnerable save, and the ability to interfere with enemy Deep Strike within 12&amp;quot;. Given your complete lack of Augury Scanners, you want all the help you can get against Deep Strike.&lt;br /&gt;
**He only gets one power: the Lidless Stare, which is S2 using the flame template and has &#039;&#039;Pinning&#039;&#039;. It also has &#039;&#039;Force&#039;&#039; if you want to risk the models only wound to double the strength to the overwhelmingly massive score of four.&lt;br /&gt;
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*&#039;&#039;&#039;Davinite Lodge Priest&#039;&#039;&#039; &#039;&#039;(Militaris Attaché)&#039;&#039; Like the Navigator, the Davinite Priest is available thanks to the Legacies of the Solar Auxilia list, this time a Traitor exclusive.  A one wound model with a statline that is comparable to everything else in this army list, their only psychic power: &amp;quot;Ritual Healing&amp;quot; is able to restore a single wound to a single model, which is seemingly not very helpful to an Imperialis Militia detachment, as any model that takes a wound is liable to be dead outright...&lt;br /&gt;
**...until, of course, you remember you can take Ogryns. If you&#039;re building some form of Deathstar out of them, the Lodge Priest becomes significantly more useful.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Militia Infantry Squad:&#039;&#039;&#039; The core Troops choice. For 80 points you get twenty models with a variable loadout depending on your taste, and they are one of your only sources of &#039;&#039;Line&#039;&#039; for claiming objectives. With &#039;&#039;Strength in Numbers&#039;&#039; you may also take up to three squads per Troops slot. Which means you can get your objective claiming needs sorted out while leaving yourself plenty of other slots for spamming the better support units. &lt;br /&gt;
**Lasguns/Autorifles have the traditional balance of range vs number of shots, and can outrange all of the other standard weapons, which can be good for keeping the enemy out of charge range. Furthermore, these weapons can purchase bayonets to give the squad +1 strength in melee. Not quite a winner, but doesn&#039;t cost you anything because it&#039;s the default and is the only choice with 24&amp;quot; range, so it&#039;s a decent choice for just sitting on objectives.&lt;br /&gt;
**Lascarbine only has 18&amp;quot; range, but actually gives you more firepower from 12&amp;quot; to 18&amp;quot; because you get 2 shots. Considering how pathetic one S3 AP- shot per model is, taking the Lascarbines is actually a significant improvement in your ranged firepower because you don&#039;t want to be within 12&amp;quot; in the first place. &lt;br /&gt;
**Shotguns have &#039;&#039;Concussive&#039;&#039; so are potentially able to reduce the enemy WS by -1 for a turn. At that range it can be a lifesaver when you inevitably get counter charged, as most common opponents could be reduced to equal weapon skill. Not entirely reliable as a lot of units are going to pass the test, or simply not care. But if you are going melee focussed for your army, this could be the better choice, as you can simply take lots of squads and force multiple tests.&lt;br /&gt;
**Stubcarbines have more firepower than Lasguns within 12&amp;quot;, but remove your ability to shoot from 24&amp;quot;. If you&#039;re running ranged builds, this gives the best chance of reducing the enemy numbers before that inevitable counter volley/charge.&lt;br /&gt;
**Taking pistols and melee weapons means committing the squad to melee, for an army that really doesn&#039;t like it. You should really only choose this if you&#039;re building the entire army around a melee build (like &#039;&#039;&#039;Feral Warrior/Alchem-Jackers&#039;&#039;&#039;).&lt;br /&gt;
**One model can also choose to take a special weapon from the standard list. The choice should match the weapon the rest of the squad takes. So longer ranged weapons like Heavy Stubbers and Sniper Rifles will do better alongside lasguns, while Flamers work better with the other weapon upgrades due to similar ranges. Melta/Plasma are probably not worth it because the rest of the squad are unlikely to harm whatever the Melta forces them to shoot at, and only getting 1 special weapon per squad means you won&#039;t really be threatening anyone. &lt;br /&gt;
*From a statistical standpoint, Infantry are behind Levies on toughness (Grenadiers have 4+ saves, Levies have twice the models at the same cost) and firepower (Grenadiers have better guns, Levies have twice the models). What they offer, however, is the ability to spam &#039;&#039;Line&#039;&#039; infantry, as Grenadiers come in singular squads and Levies do not have &#039;&#039;Line&#039;&#039; at all. This means for builds where your killing power comes from elsewhere (eg. Fire Support Squads, &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039;, allied detachments), Infantry are the way to go. Given that, think carefully about giving them weapon upgrades; if you actually wanted your squad to do something, you shouldn&#039;t be taking Infantry to begin with, except possibly as a cheap source of shotguns.&lt;br /&gt;
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*&#039;&#039;&#039;Militia Levy Squad:&#039;&#039;&#039; 20-50 conscripts at 2 points per model with a Lasgun, autogun, or a pistol and melee weapon. You can&#039;t really get cheaper than that. And with &#039;&#039;Strength in Numbers&#039;&#039; you can take up to three squads per slot, so you can really bulk up on the model count if you want to cover an impressive amount of ground. Like last edition, they are still expendable, so do not confer any victory points for their destruction. &lt;br /&gt;
**Changes to the basic rules mean that there is considerable risk to taking them though. The &#039;&#039;Expendable&#039;&#039; rule also means that if they ever fail a morale check, they just get removed entirely, so the downsides of Militia subtype just get overwritten with worse outcomes. This makes it hard, if not impossible to use them as a tarpit unit. They do not have &#039;&#039;Line&#039;&#039; so can never score objectives, and with changes to Weapon Skill rules, they are less likely to hit anything in melee, while being more easily hit back. &lt;br /&gt;
**On the bright side, they are actually more cost-effective as ranged units than normal Infantry Squads, simply because they&#039;re 2/3 as accurate but cost a lot less than 2/3 of Infantry models. This means they&#039;re both cheaper than Infantry squads for the same firepower, and more slot-efficient because you theoretically more firepower per squad and therefore per FOC slot, on top of being tougher because you have more models with the same Ld6 and T3 5+. &lt;br /&gt;
***However, this is contingent on getting all of the Levy models into range, and fitting 30 or more models into 12&amp;quot; of the enemy is a lot harder than doing the same with 20 models. Moreover, Infantry Squads can pull closer by taking Stubcarbines. This changes if you have &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, as 30&amp;quot; 2-shot range makes getting your models into range a lot more forgiving.&lt;br /&gt;
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*&#039;&#039;&#039;Militia Grenadier Squad:&#039;&#039;&#039; Your other &#039;&#039;Line&#039;&#039; choice, but this one has the &#039;&#039;Support Squad&#039;&#039; rule, so cannot be taken as a Compulsory unit unless you also selected &#039;&#039;&#039;Warrior Elite&#039;&#039;&#039;. These guys are the Stormtrooper analogues, and all come with 4+ saves and +1 Leadership when compared to regular troopers. They have all the same weapon selections as regular Militia Infantry squads, so the same advice applies here, with the possible exception of remembering that with 4+ saves they are more likely to survive up close against bolter fire. Combined with the fact that Grenadiers don&#039;t pay for weapon upgrades, this means you really should take the carbines; if you want lasguns, take Infantry.&lt;br /&gt;
**The Bolter sounds tempting, but you&#039;re paying 175pts for 20 BS3 Bolters when Space Marines pay 200pts for 20 Tacs and get an improved statline, 3+ saves and 2 special rules in the bargain. Moreover, if you do the math, you can get roughly the same amount of damage against T4 on Stubcarbines within 12&amp;quot;, except you don&#039;t pay for Stubcarbines. &lt;br /&gt;
**Grenadiers are subject to far more changes from Provenances than any other unit, so their roles can change wildly depending on the Force Commander. With &#039;&#039;Warrior Elite&#039;&#039; they become the Primary objective takers, &#039;&#039;Legacy of the Great Crusade&#039;&#039; makes them more accurate, &#039;&#039;Survivors of the Dark Age&#039;&#039; turns them into Mechanised Mobile troops, while in &#039;&#039;Armoury of Old Night&#039;&#039; they gain incredible firepower that lets them outgun any other &#039;&#039;Line&#039;&#039; unit and quite possibly any other Troops unit in the game. In &#039;&#039;&#039;Debased Cults&#039;&#039;&#039; and &#039;&#039;&#039;Unending Horde&#039;&#039;&#039; armies they become less common, or unavailable altogether.&lt;br /&gt;
**Note that they get both their long arms alongside a pistol and basic close combat weapon. This is important for some Provenances, for example with Feral Warriors they can take the god combo (at least for this army) of Chainaxe &#039;&#039;and&#039;&#039; Shotgun.&lt;br /&gt;
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*&#039;&#039;&#039;Fire Support Squad:&#039;&#039;&#039; Your heavy weapon squads, just like with Imperial Guard, but as Troops choices with no platoon tax. Unfortunately as &#039;&#039;Support Squads&#039;&#039; they cannot be Compulsory choices. They come in units of 3-10 teams and have the full range of Guard crew-served heavy weapons usually for 10pts each, plus some extras like multi-lasers and the stock heavy stubbers. These units have good potential, but even with 2 wounds per &amp;quot;team,&amp;quot; their inherent squishiness and the punishing &#039;&#039;Emplaced&#039;&#039; rule mean they should be kept as far back as possible and usually in numbers less than the full 10 available per squad. &lt;br /&gt;
**Like with the Field Gun Battery, the Fire Support Squad is subject to the &#039;&#039;Emplaced&#039;&#039; rule. This prohibits their Reaction choices to Return Fire, Overwatch, or Interceptor, which admittedly are the only ones you&#039;d want to use anyway. It also means that if they ever have to fall back for &#039;&#039;&#039;any reason&#039;&#039;&#039;, they abandon their weapons and are removed from the game. Even more so than other units in this list, invest in Discipline Masters or other ways to boost Leadership.&lt;br /&gt;
***&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039;: The stock option. It&#039;ll murder another Militia player&#039;s Levy Squads, but its niche of &amp;quot;high volume, low damage&amp;quot; is better done by other options here. At the very least Heavy Stubbers look cool.&lt;br /&gt;
***&#039;&#039;&#039;Mortar&#039;&#039;&#039;: Its ability to avoid danger thanks to the &#039;&#039;Barrage&#039;&#039; rule is somewhat mitigated by only having 36&amp;quot; range. However, it&#039;s the cheapest upgrade available at only 5pts, wounds Space Marine statlines on a 4+, and can be a plentiful source of &#039;&#039;Pinning&#039;&#039;. Due to the last of these, they&#039;re best taken in MSU to force multiple Pinning tests.&lt;br /&gt;
***&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: The premier choice for mulching other mortals thanks to AP4. Against Space Marines, the 36&amp;quot; range means this squad is usually close to the fighting, so try your best to keep them in cover so their meagre 5+ armour isn&#039;t blasted apart by basic bolters. &lt;br /&gt;
***&#039;&#039;&#039;Multi-laser&#039;&#039;&#039;: A better choice against Space Marines thanks to its S6, it still suffers from only 36&amp;quot; range. &lt;br /&gt;
***&#039;&#039;&#039;Missile-Launcher&#039;&#039;&#039;: A versatile option, but sadly lacking Flakk Missiles. &lt;br /&gt;
***&#039;&#039;&#039;Autocannon&#039;&#039;&#039;: At the same price as Heavy Bolters/Multi-Lasers but blessed with 48&amp;quot; range and &#039;&#039;Rending&#039;&#039;, Autocannons are the better choice against anything but total chaff units.&lt;br /&gt;
***&#039;&#039;&#039;Lascannon&#039;&#039;&#039;: The priciest at +15pts, Lascannons are as good as ever. However, be mindful of the Fire Support Squad&#039;s BS3, and that the perceived threat of Lascannons mean this unit will likely draw much more fire against a squishy and now-expensive target. &lt;br /&gt;
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*&#039;&#039;&#039;Reconnaissance Squad:&#039;&#039;&#039; Your &amp;quot;elite&amp;quot; troops choice. Coming with shotguns as standard, they all have &#039;&#039;Scout, Infiltrate&#039;&#039; and &#039;&#039;Moves Through Cover&#039;&#039; as well as having the &#039;&#039; Light&#039;&#039; subtype, giving them more mobility if they decide to Run and Gun. However, 50 points for five GEQ models is an awful lot to ask, and those sniper rifles come in at 10 points per model meaning this squad can easily become fragile point-sinks that have to work hard to justify their cost. Even so they are still one of the cheapest Troop choices in the game. Just have a plan for them.&lt;br /&gt;
**It&#039;s worth remembering that Sniper Rifles and Long Las weapons are two very separate weapons in this list. Sniper Rifles are more appropriate for taking out high value officers with their 72&amp;quot; range and &#039;&#039;Rending (5+)&#039;&#039; rule. While the Long Las is more effective at taking out light vehicles with S6 and &#039;&#039;Sunder&#039;&#039;. This means that Infiltrating into a good position at the start of the game can be crucial depending on the chosen target, such as getting a good angle on weaker rear vehicle armour. Not taking either Sniper choice is a bad idea, as you could more cost-effectively get shotgun/stubcarbine/lascarbine on Infantry Squads.&lt;br /&gt;
***You get 5 Sniper Rifles/Long-las regardless of how big the squad is. Strongly consider not taking any extra models if you want to snipe, particularly with the 72&amp;quot; Sniper Rifle, as you will be out of range of anyone shooting back.&lt;br /&gt;
***There is a marginal case for the stock shotguns in support of your Cavalry, as &#039;&#039; Light&#039;&#039; subtype and &#039;&#039;Scout/Infiltrate&#039;&#039; make Recons quick enough to accompany Cavalry, while a full squad has just enough volume of fire to force a &#039;&#039;Concussive&#039;&#039; test on MEQ even if you have to Snap Shot due to Running. 75 points to make sure your Cavalry take out that Heavy Support Squad is arguably worth it. That said, for literally any other melee unit, just use normal Infantry.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
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You don&#039;t normally get any, but 10-man Grenadier/Command Cadres get some Space Marine vehicles if you take &#039;&#039;&#039;Survivors of the Dark Age&#039;&#039;&#039;. As noted in the Provenances section, the vehicles are penalized with BS3 and &#039;&#039;Third-line&#039;&#039;, without the discount your other vehicles normally get as compensation. That said, you don&#039;t care if your Rhino dies, the Termite is simply a Deep Strike method and the Land Raider is tough enough regardless.&lt;br /&gt;
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*&#039;&#039;&#039;Legion Rhino Transport:&#039;&#039;&#039; 35 point metal box, now with 12 seats so attached characters (read: your Discipline Masters and Medicae) can ride too. A questionable choice, as your infantry units typically want to shoot the enemy from as far away as possible, which defeats the point of taking a DT. However, it&#039;s cheaper than a Sentinel and is therefore your cheapest way to take Multi-meltas. If you expect Terminators, it may be worth it just to shoot them with glorious &#039;&#039;Twin-linked&#039;&#039; S8 AP1 from 24&amp;quot; while being largely immune to their return fire. Also changes if you have &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, as Assault Needler Grenadiers are one of the strongest close range Troop units in the game.&lt;br /&gt;
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*&#039;&#039;&#039;Legion Termite Assault Drill:&#039;&#039;&#039; Lets your units Deep Strike by coming out of the ground. Unfortunately has the same problem as the Rhino; your infantry don&#039;t want to be anywhere close to the enemy, which defeats the point of Deep Striking. Again, this changes if you take &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Legion Land Raider Proteus:&#039;&#039;&#039; The Legions need a Rite of War to get these as DTs for Power Armour units, and normal humans just get it because their world is rich? Seems legit. While you don&#039;t have any elite close combat units that would benefit from &#039;&#039;Assault Vehicle&#039;&#039; (no, 12 &#039;&#039;&#039;Feral Warrior&#039;&#039;&#039; Infantry models with chainaxes don&#039;t count, and you have to take 5 Ogryns to get a Thunder Hammer Boss), it&#039;s a good way to bring tons of high strength AP2 firepower (2 Gravis Lascannons, &#039;&#039;Twin-linked&#039;&#039; Lascannon in front, pintle Multi-melta), particularly if you don&#039;t feel like taking &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039;. Benefits from &#039;&#039;&#039;Kinfolk Helots&#039;&#039;&#039;, as the squad inside it can repair it too; &#039;&#039;Battlesmith (6+)&#039;&#039; is a lot better than it sounds when you have 3 characters (sergeant, Discipline Master, Medicae) per squad, and then there&#039;s the random scrubs outside the vehicle.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Ogryn Brute Squad:&#039;&#039;&#039; 3-10 Ogryns with big sticks and flak armour, with a squad upgrade option to take Carapace armour for a set cost. They don&#039;t get a squad leader unless their unit size is five or more. Each model can take a single wargear choice for five points, and mixing is allowed. Generally speaking, Thunderstubs or Ripper Guns would be the best choice. As the former grants an extra attack in close combat, while the latter has a sufficient rate of fire that it overcomes the Ogryns appalling BS2. Thunderstubs are very cool, but are so short ranged that you may never get a chance to use them.&lt;br /&gt;
**Never take a second basic CQC weapon on them, because due to the usual FW proofreading [[Fail|it costs as much as a Thunderstub which gives you +1 attack &#039;&#039;&#039;and&#039;&#039;&#039; a short ranged Concussive (1) shot]]. The Thunderstub is OK because you don&#039;t have to cause unsaved wounds, so its relatively poor AP4 is not a deal breaker, while its high S6 means it can likely wound. However, the Ogryns&#039; Orktastic BS2 means you statistically need 3 to expect 1 hit, so you need to take several, whereas they&#039;re mutually exclusive with Boarding Shields, which you also want because it&#039;s a 5++ you can use against the enormous list of weapons that will ignore your poor 5+/4+. &lt;br /&gt;
***You can mix and match the weapons options, so consider throwing one or two boarding shields into a unit with Ripper Guns or Thunderstubs to tank those AP5+ (or AP4+) shots.&lt;br /&gt;
**An Ogryn Boss has a separate list of wargear to choose from, but can still select an item from the standard Ogryn gear. So it is possible, and probably recommended, to pair up a better close combat weapon (read: Thunder Hammer) alongside a Boarding Shield to make an effective challenger.&lt;br /&gt;
**They still have &#039;&#039;Militia&#039;&#039; subtype, so have to be wary about failing morale checks and losing models, and unfortunately they cannot have attached advisors unless you expressly use the Ogryn Conscripts Provenance. Thankfully they have the &#039;&#039;Stubborn&#039;&#039; rule, so unlike the rest of the army, they can have the most reliable morale, despite having the same scores as everyone else. So if you want some modicum of longevity, then best to stack up on models and go for the Boss to get the Ld boost. If push comes to shove, &#039;&#039;&#039;Ruthless Tyrant&#039;&#039;&#039; still works on them.&lt;br /&gt;
**Ogryns do well in combination with several other Provenances, so look for best ways to help them out. &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; for instance lets them swap those basic close combat weapons for chainaxes, giving them S6 and &#039;&#039;Shred&#039;&#039;, without actually taking up one of their weapon upgrade choices, on top of +1WS on the charge. While &#039;&#039;&#039;Warrior Elite&#039;&#039;&#039; adds that valuable +1 Ld to a squad that cannot normally gain Ld boosts from anywhere else, which they cannot lose thanks to &#039;&#039;Stubborn&#039;&#039;.&lt;br /&gt;
**While a lot of Provenances say that they cannot be combined with Ogryn Conscripts. That doesn&#039;t actually stop you from taking Ogryn squads and gaining the benefit anyway. So you can get Ogryn Brutes in [[Squat|&#039;&#039;&#039;Kinfolk Helot&#039;&#039;&#039;]] armies and have Toughness 6 and &#039;&#039;Battlesmith (6+)&#039;&#039; on their Boss. Or setting their base Strength to 6 when using &#039;&#039;&#039;Abhuman Muster&#039;&#039;&#039;.&lt;br /&gt;
**As usual, Ogryns are the diamond in the rough of the baseline human list. With Feral Warriors and Alchem-Jackers, you can get a 220 point (read: similar cost to a 20 man Despoiler Squad) unit of five WS5 Absolute Units with Chainaxes and Thunderstubs. This gives you a total of 30 attacks at S7 with &#039;&#039;Shred&#039;&#039;. Assuming you used a second unit with Shotguns and/or your Thunderstubs to dump &#039;&#039;Concussive&#039;&#039; on your &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; target unit, you will not care about the fact you&#039;re striking second because you&#039;re hitting on 3s and those Marines are now hitting on 5s...and you&#039;re also wounding on wounding on 2s (with a re-roll). Yes, Marines will get their saves, but that doesn&#039;t help them much when they&#039;ve just been hit with an average of 20 wounds (plus another 8 from HoW). Ironically this is less wounds than an Infantry Squad can shit out for less points, but Ogryns are more durable and can take Carapace Armour for another 25 points.&lt;br /&gt;
**If you want to, you can also add a Boss with a Thunder Hammer and Boarding Shield to the above for another 70 points. Do this if you want someone to challenge Marine Sergeants or even no-name Centurions and &#039;&#039;&#039;Praetors&#039;&#039;&#039;, because apparently the Emperor&#039;s genetic engineering loses out to several millennia of life in an environment where &amp;quot;natural selection&amp;quot; meant &amp;quot;tard strength&amp;quot;. Or to translate, he&#039;ll be dumping 5 S10 AP2 &#039;&#039;Brutal (2)&#039;&#039; attacks at WS5, enough to squash &#039;&#039;&#039;three&#039;&#039;&#039; Sergeants or Centurions or even almost &#039;&#039;&#039;&#039;&#039;two fucking Praetors&#039;&#039;&#039;&#039;&#039;. And most importantly, even when that Praetor (who costs at least twice as much as the Ogryn Boss) hits back with his own Thunder Hammer, he&#039;ll only take off about 1 wound, because [[What|your fat retard has Strength 10 so will ID the Praetor&#039;s T4, but the Praetor has Strength 8 so won&#039;t ID your fat retard&#039;s T5]]. This means it&#039;s not just the no-name Praetors that Joe Ogryn can beat, even named Praetors who don&#039;t have Eternal Warrior or a weapon with the ID special rule (or Murderous Strike and a good number of attacks) will likely fall to this beast. Anyone else starting to think Emps may have failed to see the real evolution of humanity?&lt;br /&gt;
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*&#039;&#039;&#039;Imperialis Militia Medicae Detachment:&#039;&#039;&#039;  3-12 field medics that you can disperse to other infantry squads in your army to grant them &#039;&#039;Feel No Pain (6+)&#039;&#039; that cannot be combined with any other version of the rule, nor can multiple medics be stacked on the same unit. Given his fragile your infantry are, any addition to their survivability is usually a welcome one. But a 6+ save is unlikely to reliably affect any outcomes.&lt;br /&gt;
**Medics inherit the rules/subtypes of whatever unit they get attached to, so bear this in mind. So yes, that Provenance that lets you attach them to Ogryns also means you [[What|get Ogryn medics]]. Maybe kitbash them from Ogre Kingdoms Butchers?&lt;br /&gt;
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*&#039;&#039;&#039;Field Gun Artillery Battery:&#039;&#039;&#039; A Rapier analogue with two key differences, the first being that the gun crew and weapon all count as a single model (effectively making them an even bigger version of the Fire Support squad), and the second being that these are &#039;&#039;Emplaced&#039;&#039; guns which lack the Rapier&#039;s &#039;&#039;Relentless&#039;&#039; mobility. The &#039;&#039;Emplaced&#039;&#039; rule means the unit is also instantly destroyed if it has to Fallback, but having &#039;&#039;Heavy&#039;&#039;, 3 wounds, and very cheap carapace armour means they&#039;re rather tough by Militia standards. In terms of weapons they have three choices - one of which is the clear winner, and the other two having niche uses that can be helpful if you lack the points or FOC slots for alternatives:&lt;br /&gt;
**The basic &#039;&#039;&#039;Thunderblast Cannon&#039;&#039;&#039; is a safe but unremarkable bet. It is a S7 AP4 Blast (3) weapon with &#039;&#039;Barrage&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Its 72&amp;quot; range means it can be kept far from trouble, but having only a 3&amp;quot; Blast template and S7 means its damage output is minimal. Use this if you want long-range guns in an Elites slot, and you&#039;ve already used your Heavy Support slots for tanks, or bigger guns that do the Thunderblast&#039;s job better. &lt;br /&gt;
**The &#039;&#039;&#039;Heavy Lascannon&#039;&#039;&#039; is pretty much a normal Lascannon with S10. It is inferior in stopping power to a Laser Destroyer but has better range. The unfortunate downside is the added cost of effectively 60 points per gun, which adds up in bulk. You otherwise could have had regular Lascannons in Fire Support squads for 35 points per gun, which usually does the job just as well. That said, S10 ID is valuable against [[Heresy|Custodes]] as well as Daemons and weaker Automata.&lt;br /&gt;
**The &#039;&#039;&#039;Kalliope Mortar&#039;&#039;&#039; is the standout star of the Field Gun options. It&#039;s analogous in many respects to the Rapier Quad Mortar, having the same strength and AP, and both use the Large Blast template. The Quad Mortar has longer range and &#039;&#039;Shred&#039;&#039;, but the Kalliope has a trick up its sleeve in the fact that it causes &#039;&#039;Pinning&#039;&#039; with &#039;&#039;Shell Shock (1)&#039;&#039; meaning that it can reliably shut down enemy squads. It doesn&#039;t cost any extra either, so it allows for peppering quite large areas when taken in multiples per unit, and ends up being cheaper than multiple Rapiers for potentially a better outcome.&lt;br /&gt;
***It can&#039;t be overemphasized how important the 5&amp;quot; Large Blast is for the Kalliope relative to the Thunderblast. Outside of edge cases needing very long range or higher Strength for bullying a vehicle&#039;s top armour, the Kalliope will deliver much better results with S5, Large Blast, and &#039;&#039;Shell Shock (1)&#039;&#039;.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Cavalry Squad:&#039;&#039;&#039; At last! Rough Riders are a part of the Imperial Militia. You get a proper fast moving unit that has a surprising amount of punch. They all have a pistol and close combat weapon as standard, but can choose an additional weapon on top of that. Shotguns, Lascarbines, and Stubcarbines are all perfectly viable options, though the unit gets access to the unique Militia Lance, giving them S7 AP3, with &#039;&#039;Brutal (2)&#039;&#039; and &#039;&#039;Sudden Strike (2)&#039;&#039;, meaning when they charge they now hit at Initiative 5 and have a respectable chance of killing any MEQ in a single hit before they get struck back. &#039;&#039;Ungainly&#039;&#039; means they only ever get one attack with this weapon, and only ever when charging. So it pays to match up units that use it with accuracy boosting Provenances like Feral Warriors or Debased Rabble.&lt;br /&gt;
**Much like Grenadiers, they take their long arm (or Lance) separately to their pistol and close combat weapon. They can also take Carapace armour for a fixed cost, overall meaning in some builds you can just treat them as faster Grenadiers. It helps that their sergeant has Ld7 base.&lt;br /&gt;
**Feral Warriors also allows them to swap their basic combat weapon with a Chainaxe, which makes a perfectly serviceable back-up weapon if you can&#039;t use, or don&#039;t take, the Lances. Not having Lances opens up the possibility of shotguns and therefore &#039;&#039;Concussive&#039;&#039; and is moreover cheaper (even if you take Chainaxes), so it&#039;s a decent idea if you are willing to stomach losing &#039;&#039;Sudden Strike&#039;&#039;.&lt;br /&gt;
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**Remember that they are still Militia, so if you use them as a melee unit, they are still likely going to break and be destroyed very easily when the opponent strikes them back. Luckily Discipline Masters can be added to them if they buy their own mounts.&lt;br /&gt;
*&#039;&#039;&#039;Cargo-8 Hauler Squadron:&#039;&#039;&#039; Channel your fiercest Gorkamorka energies and mount no less than 22 models in the back of a hulking and very fragile freight truck. At a measly 50 points to start, with +40pts for two more Haulers in a squadron, these are priced to move. Not that they&#039;ll move especially quickly with 10&amp;quot; of Movement, or safely with only 12AV on the front (still better than a Rhino). You can upgrade to an Armoured Container for +10pts to get 12AV all-around and the option to buy two extra Heavy Stubbers, but any effect on survivability this will have is negligible, and it comes at a steep cost of cutting the transport capacity down to just 12 models. &lt;br /&gt;
**The best use for Cargo-8s is to keep them cheap and keep them moving. Dozer Blades are just +5pts and will save you the embarrassment of having 22 men footslogging because the Cargo-8 hit a rock. They &#039;&#039;will&#039;&#039; die the moment any halfway serious anti-vehicle firepower comes there way, so make the most of that 10&amp;quot; move to get your transported infantry where they need to be. &lt;br /&gt;
**Interestingly, the Cargo-8 can be used to transport up to four Sentinels if it doesn&#039;t have an Armoured Container. The Cargo-8 is quicker than the Sentinel and the Sentinels don&#039;t care that it&#039;s not an &#039;&#039;Assault Vehicle&#039;&#039;, so it&#039;s worth considering if you absolutely must deliver Sentinels somewhere. That said, Sentinels are pretty tough due to not being vehicles anymore, so it&#039;s not really necessary.&lt;br /&gt;
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*&#039;&#039;&#039;Arvus Lighter:&#039;&#039;&#039; It&#039;s a flying transport for 40 points.  It has no weapons to speak of, and can&#039;t even be jury-rigged like last edition.l, effectively turning it into a rather expensive drop pod. With that in mind, there aren&#039;t really many ways to get Deep Strike in this list without taking Survivors of a Dark Age, so if you want to vary your deployment this is it.  Because of its capacity of 12 it can only really transport Grenadiers, Recon squads and HQ units.&lt;br /&gt;
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*&#039;&#039;&#039;Sentinel Squadron:&#039;&#039;&#039; The chickenwalkers are back, and GW has even released a much chunkier refresh of the old model. They&#039;re perhaps a touch overpriced at 60pts per Sentinel (with no discount for additional walkers), but they at least come with fairly solid statline and the benefits of the &#039;&#039;Mechanized&#039;&#039; Unit Type. They&#039;re the only unit in the army to come with a native 3+ Armour Save, and when paired with T6 and W3, they can shrug off small-arms almost entirely and even handle things like Autocannons or Volkite Culverins to some extent. Being &#039;&#039;Mechanized&#039;&#039;, they can also fire their solid weapons options on the move, which is especially helpful if you take advantage of their &#039;&#039;Scout&#039;&#039; rule to Outflank and hit enemy vehicles in the sides or rear. &lt;br /&gt;
**The Multi-Laser comes stock, and can be swapped at no cost with either a Heavy Flamer or Autocannon. These are all solid anti-infantry options, though the Heavy Flamer is risky due to needing close range, and the Sentinel lacks any sort of melee weapon upgrade.&lt;br /&gt;
**The Missile Launcher is the first &amp;quot;paid&amp;quot; upgrade at a very reasonable +5pts for Frag &amp;amp; Krak Missiles. The Lascannon and Multi-Melta both come at a pricier +15pts, but definitely benefit from being mounted to a fairly quick and durable platform, especially when it comes to getting close enough to take advantage of the Melta&#039;s &#039;&#039;Armourbane&#039;&#039; at half-range. In particular, the Multi-melta&#039;s inbuilt &#039;&#039;Twin-linked&#039;&#039; remedies the Sentinel&#039;s BS3, so it&#039;s stronger than it sounds.&lt;br /&gt;
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*&#039;&#039;&#039;Thunderbolt Fighter:&#039;&#039;&#039; Compared to the Astartes version, it gets a 50 point discount for effectively the same skeleton of a unit. 120 points is a more reasonable cost for your only serviceable flyer. However you are BS3 and have the &#039;&#039;Third Line&#039;&#039; rule in exchange for that discount. GW also didn&#039;t fix the inherent problem of having more guns than you can fire.&lt;br /&gt;
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*&#039;&#039;&#039;Beastmasters:&#039;&#039;&#039; Quite frankly a very bad unit for a number of reasons, you get three militia for 50 points, &#039;&#039;&#039;before&#039;&#039;&#039; factoring in what animals you want to add to the unit. You also need one Handler for each creature that gets added in, so you have to buy more of the crappy dudes in order to get more Beasts. Unfortunately the militia and beasts have mutually exclusive subtypes, special rules, and profiles: With the exception of the Caiman, all Beasts are faster than their human handlers and are therefore stuck at the slowest speeds. Most Beasts have &#039;&#039;Light&#039;&#039; which &#039;&#039;&#039;would&#039;&#039;&#039; allow them to get +1 Initiative when running but are prevented from doing so [[Fail|as long as any humans remain in the unit.]] Furthermore, any Provenances taken by the Force Commander will not apply to Beasts because they lack the Militia subtype which would make them eligible, but the Beasts will still suffer from the drawbacks inherent to  &#039;&#039;Militia&#039;&#039; subtype as long as the unit contains any models with the rule, therefore they are liable to being removed from play under certain situations while they are stuck with their Handlers. Best case scenario? Kill off the Handlers as soon as possible and let the animals run wild!&lt;br /&gt;
**Mastiffs, Felidae, and Raptors all have &#039;&#039;Fleet (1)&#039;&#039;, but as above, are unable to use the rule while any models without the rule remain in the unit.&lt;br /&gt;
**Mastiffs have &#039;&#039;Furious Charge (1)&#039;&#039;, which allows them to strike at S5 on the charge. &lt;br /&gt;
**Felinids have &#039;&#039;Rage (1)&#039;&#039; [[FAIL|which does nothing because &#039;&#039;Rage&#039;&#039; replaces your +1A on the charge, so &#039;&#039;Rage (1)&#039;&#039; is business as usual]] and can get the attack in before the enemy at I5, but because they are only S3 their odds of hurting anything is quite slim.&lt;br /&gt;
**Raptors have &#039;&#039;Shrouded (4+)&#039;&#039; so they get an actually good damage mitigation save against shooting. They don&#039;t have an armour value at all, but it&#039;s fairly irrelevant when the other animals have 5+/6+ saves which are ignored by simple Bolters. Raptors also have three attacks base, so have equivalent or better damage output to Felidae, just at a lower initiative.&lt;br /&gt;
**Caiman have S5/T5, two wounds, and &#039;&#039;Feel No Pain (5+)&#039;&#039;, so they are clearly the hardest hitters of the bunch and are the hardest to kill under regular circumstances. They also have the slowest speed and aren&#039;t &#039;&#039;Light&#039;&#039; so they lose the least while still being attached to their Handlers.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Rapier Battery:&#039;&#039;&#039; Your mobile artillery unit. Regardless of the weapon you choose, they always have &#039;&#039;Relentless&#039;&#039; so they can move and shoot. They start with Gravis Multi-lasers, but you can swap them for Heavy Bolters, Laser Destroyers, or Quad Launchers. Of these, the Laser Destroyers have the most useful niche, as AP1 and two twin-linked Ordnance shots outperform both the Lascannon and Heavy Lascannon in a comparable role without even factoring in &#039;&#039;Exoshock (6+)&#039;&#039;. The other choices aren&#039;t bad by any means, but other options exist to do their job for cheaper and in less high-demand FOC slots. &lt;br /&gt;
**It&#039;s difficult to overstate how important the Laser Destroyer Rapier is in this list. You only get so many sources of AP1/2, and the Laser Destroyer ranks high on durability (Rapier model has 3+ save, unit can become majority T5 after you remove crewmen), firepower (&#039;&#039;Twin-linked&#039;&#039; Ordnance 2), availability (6 per slot) and cost-effectiveness (55 points/model). If you don&#039;t have &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039;, taking a full battery is almost mandatory to counter the Terminators and Dreadnoughts that populates literally every single Marine list. Even then, the Rapier gets you more bang for your buck than even the mighty Leman Russ Vanquisher, and the Rapier no longer exists in competition with the Russ for slots, so it&#039;s still worth considering.&lt;br /&gt;
**Unlike most of the other artillery units, this one doesn&#039;t suffer from any variant rule where they abandon their guns if they fall back. They are still &#039;&#039;Militia&#039;&#039; so morale is a worry, but at least this gives you a second chance if there are enough models in the unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Ordnance Battery:&#039;&#039;&#039; Earthshaker guns that have the longest range out of the entire armoury. Able to strike pretty much anywhere on the table, Earthshakers are very likely to wound their targets with S9 and &#039;&#039;Shred&#039;&#039;, and at 75 points for the initial cannon, and 65 for each additional one, they are very reasonably priced. They are Immobile though, and the Ld7 crew have a special rule where if they fall back the guns are simply lost, this makes them really fragile, which probably accounts for the cost. They can buy up to twenty crewmen for only 2 points per model, so arguably should be stocked up as much as possible to avoid those 25% shooting morale checks. The Medusa is a hard sell, as its 36&amp;quot; range can be tough on an immobile platform and &#039;&#039;Rending (6+)&#039;&#039; really isn&#039;t that impactful even if it were a swap, but you&#039;re paying 25pt/model.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Militia Leman Russ:&#039;&#039;&#039; Leman Russes, everyone&#039;s favourite, chosen from the Vanilla, Annihilator, Exterminator, Demolisher and Vanquisher flavours. Of these options, only the Vanilla option with the Battlecannon is truly &#039;&#039;bad&#039;&#039; in every sense of the word. However, the Vanquisher is good. Really good. Good to the extent that it outperforms every other variant through (oh the irony) sheer versatility, consistency, and cost-effectiveness. The other options can work well, and you shouldn&#039;t feel guilty about using your preferred options in an army very much leaning towards creativity over competitiveness, but you really just can&#039;t go wrong with the Vanquisher for anything but killing chaff (and why aren&#039;t you using the rest of your army to do that?).&lt;br /&gt;
**Note that unless you take the &#039;&#039;Industrial Stronghold&#039;&#039; Provenance, Leman Russes are purchased individually. With that Provenance, you can take Russes in squadrons of &#039;&#039;6&#039;&#039;, which is equal parts insane and hilarious. &lt;br /&gt;
**For whatever reason, Militia Russes can no longer take sponson weapons. As for the hull-weapon, the Heavy Bolter and Heavy Flamer options are unremarkable, while the Lascannon costs a frankly scandalous +20pts for a single shot at BS3. Purchase it with clenched teeth, because it at least means &#039;&#039;Weapon Destroyed&#039;&#039; damage results won&#039;t automatically nuke your turret weapon. &lt;br /&gt;
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*&#039;&#039;&#039;Malcador Heavy Tank:&#039;&#039;&#039; One highly customisable vehicle, for 185 points, which is a significant reduction when compared to the 245pt Legion and 225pt Solar Auxilia versions of the same tank. You get a lot of guns on a &#039;&#039;Reinforced&#039;&#039; chassis (meaning it&#039;s immune to 2/3 of the Vehicle damage table, and with &#039;&#039;Third-line&#039;&#039; AV13 you will be rolling on it &#039;&#039;&#039;a lot&#039;&#039;&#039;), and every weapon on the tank can be swapped out for something else. However this variant doesn&#039;t get the &#039;&#039;Independent Fire Control&#039;&#039; of other versions so you may actually be better served by keeping the left and right sponson weapons as Bolters, Multi-lasers, or Flamers as they are Defensive weapons that can still fire at the nearest target independently of the main turret(s) in front.&lt;br /&gt;
**The Vanquisher cannon may not be the best idea, despite its awesomeness. With BS3 you can only hit half the time, otherwise you might be better with 125 points of a Leman Russ, that gets a coaxial weapon to give more accuracy. That said, because you can only take 1 Russ per slot, the Demolisher/Vanquisher Malcador may be a necessary compromise to get a tank that can counter Terminators, Dreadnoughts and Automata if you don&#039;t have &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039;.&lt;br /&gt;
**Malcadors are actually the one of the fastest units in the army list with a movement speed of 14.&lt;br /&gt;
**The tank also has the &#039;&#039;Support Squad&#039;&#039; rule, which in most cases is meaningless, since Heavy Support slots are not usually compulsory unless you are playing some unique mission variant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gorgon Heavy Transporter:&#039;&#039;&#039; The classic &amp;quot;LCA on tracks&amp;quot; returns to duty in 2.0, now as a dedicated Heavy Support choice instead of a DT. At 8&amp;quot; it&#039;s not much quicker than your infantry, but if you wanted to move quick, you&#039;d have taken some Cargo-8s instead. What you take this for is to get a seemingly invincible transport (&#039;&#039;Third-line&#039;&#039; AV15 rounds out to basically AV14, except [[Awesome|immune to Glancing Hits from S8]]) that will make sure your infantry units make it to the frontline in one piece. This implies you want to load up on the close-quarters units who actually need the help getting into range, like Assault Needler units in &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;; otherwise, consider simply taking more squads (seriously, 250 points can buy you 3 more Infantry squads) instead of taking the Gorgon so you can spend your Heavy Support slots on something else.&lt;br /&gt;
**Unlike most transports, GW didn&#039;t give the Gorgon extra slots for attached characters, so you cannot fill it with 2 full squads of 20 and then add ICs/Discipline Masters/Medicae. Build your army accordingly.&lt;br /&gt;
**The Gorgon can take up to 6 extra Lascannons for 65 points in total. Due to being a &#039;&#039;Superheavy&#039;&#039;, it is immune to the Vehicle damage table and can therefore never lose damage output and can also fire at full effect while moving at full speed to transport its passengers. Given the general lack of AP1/2 in the list, worth considering if you were taking a Gorgon in the first place; for reference, a Lascannon on a Fire Support team costs 35 points.&lt;br /&gt;
**[[Derp|GW forgot that Open Topped isn&#039;t a thing anymore, so because it isn&#039;t an Assault Vehicle that big ramp is meaningless]]. Don&#039;t put your Ogryns inside in expectation of charging them out. &lt;br /&gt;
&lt;br /&gt;
===Lord of War===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Baneblade|Militia Baneblade]]:&#039;&#039;&#039; -  This edition it comes with the &#039;&#039;Third Line&#039;&#039; drawbacks, but it&#039;s still a Superheavy Vehicle it is less bothered by penetrating hits, so the downside is mitigated somewhat, while it also means you don&#039;t pay &#039;&#039;&#039;The Price of Failure&#039;&#039;&#039; for losing a Lord of War. Though outclassed by the Legion Fellblade, the Baneblade is still a nasty proposition to face and since it&#039;s only 400 points, this is the only reasonably priced Baneblade available to any army. Sporting a Baneblade cannon, Autocannon, Demolisher Cannon and a twin-linked heavy bolter, the option of two Lascannons and two more twin-linked heavy bolters/flamers &#039;&#039;(the sponsons don&#039;t come as standard here)&#039;&#039;, optional pintle mounts, AND optional Hunter-killer missile, it is a rolling fortress of death.&lt;br /&gt;
**That said, it competes with the far more point-efficient Russ in &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039; lists, as the Russ can take weapons with more useful AP in this game of Terminators and Dreadnoughts. Even though it&#039;s your only superheavy, [[Fail|it&#039;s still not an autotake.]]&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
The Militia is a bit of an oddball in terms of alliances. While considered part of the Imperial Army, taking the Kinfolk Helots, Abhuman Muster or Ogryn Conscripts provenances immediately dump your friendship with the legions and Solar Auxilia forces to Distrusted Allies.&lt;br /&gt;
&lt;br /&gt;
===Legiones Astartes===&lt;br /&gt;
&lt;br /&gt;
===Mechanicum===&lt;br /&gt;
&lt;br /&gt;
===Solar Auxilia===&lt;br /&gt;
&lt;br /&gt;
===Legio Custodes &amp;amp; Sisters of Silence===&lt;br /&gt;
One word: Don&#039;t.&lt;br /&gt;
&lt;br /&gt;
The Custodes treat the Militia as by the Emperor&#039;s Command, so you can&#039;t do anything for them aside from being a disposable meatwall.&lt;br /&gt;
&lt;br /&gt;
The Sisters of Silence can&#039;t do anything for the Militia just by the simple virtue of the Anathema sub-type. Considering how shit your Leadership is, this won&#039;t ever end well for you.&lt;br /&gt;
&lt;br /&gt;
===Ruinstorm Daemons / Bound Daemons===&lt;br /&gt;
Daemons are available both both as Allies and an in-detachment option depending on whether you have taken Rogue Psykers or not. They are always Sworn Brothers as Agents of the Warmaster, but are prohibited from joining each others units because of the limitation built into the &#039;&#039;Daemon&#039;&#039; subtype.&lt;br /&gt;
&lt;br /&gt;
Whether you take them as Ruinstorm Daemons or as Bound versions, you get access to dedicated melee units that your own army is unlikely be able to match. Daemon Regents and Brutes are superior in melee to naked Ogryns and they are able to fill glaring gaps in your army list and be customised on a per-unit basis thanks to &#039;&#039;Aetheric Dominions&#039;&#039; rather than depend on a all-unit Provenance granted by the commander.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pin &#039;em down!:&#039;&#039;&#039; You have Pinning weapons from 4 slots and you will need to utilize them basically regardless of the army you build. Your melee units need it to deny Reactions because your units die horribly to basically any form of Overwatch and basically all of your melee provenances only work on the charge, so Hold the Line removes all of them. Your ranged units need them, because they die horribly to basically any form of Return Fire and anyone engaging them in melee. As mentioned the Kalliope is your premier choice, but don&#039;t forget your various types of snipers and Earthshakers; in particular, the Sniper Rifle&#039;s &#039;&#039;Rending (5+)&#039;&#039; means 5 rifles can statistically kill any 1W model that only has an armour save, so snipe the enemy sergeant and force Pinning to be tested at lower Ld. Force multiple Pinning tests on one or two enemy squads (preferably from outside their range to avoid Return Fire), then unload with the rest of the army once they&#039;re Pinned. This of course doesn&#039;t apply to Vehicles as they cannot React with &amp;gt;S7 weapons (basically all of their good weapons), don&#039;t usually have that much small arms fire and cannot be Pinned anyway; feel free to shoot them with your anti-tank weapons. &lt;br /&gt;
**Particularly relevant with &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, where your Assault Needler Grenadiers/Command Cadres become enormous sources of &#039;&#039;Pinning&#039;&#039; weapons. You don&#039;t get a lot of range at 18&amp;quot;, but that&#039;s still quite a lot if you&#039;re using it to counter melee units, on top of it being genuinely a very killy weapon.&lt;br /&gt;
**A similar principle applies to your enormous list of &#039;&#039;Concussive&#039;&#039; weapons and how literally all of your infantry/Cavalry can get one. Forcing multiple tests to take the enemy down to your WS can actually be a competitive choice compared to taking &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; and gaining WS.&lt;br /&gt;
*&#039;&#039;&#039;Swamp &#039;em!:&#039;&#039;&#039; There are units that you can&#039;t really avoid taking enormous casualties against; for instance, without &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039;, Heavy Bolters/Volkites counter basically your entire army. However, despite the emphasis in the above point about Pinning your enemy to deny Reactions, your enemy only has so many Reactions at the end of the day and your units are cheap enough that you can throw multiple at them. Tough luck, your opponent&#039;s 20 Volkite Chargers gunned down your entire Levy squad on Overwatch. Good thing you charged them with 2 squads and the other squad is ripping into them with 50 Chainaxes. Your opponent killing one squad of Infantry on Return Fire doesn&#039;t help him when there&#039;s 4 more squads shooting at his unit.&lt;br /&gt;
*&#039;&#039;&#039;How do I kill him if I can&#039;t see him coming?:&#039;&#039;&#039; Like with Solar Auxilia, your opponent knows you&#039;re playing an army that&#039;s generally good at range and will try to take it away from you with Deep Strikes, &#039;&#039;Infiltrate&#039;&#039;, etc. Unlike Solar Auxilia, you don&#039;t get Augury Scanners to counter it by spamming Interceptor. As charging from Deep Strike is a thing now, expect to lose a few units; just make sure you don&#039;t lose important units. Do this either by spreading out so far that the Deep Strike can&#039;t get to of your important units (eg. don&#039;t put all of your Rapiers/Field Guns in the same spot), or conversely concentrate your army in one place so your opponent has to get through all of the less important Infantry/Levy before reaching your big guns; in any case, try to make sure that once the Deep Striking units break the unit they charged, they&#039;re in range of your whole army ready to be blasted off the table next turn. Alternatively, take a melee list and &amp;quot;no u&amp;quot; your opponent&#039;s melee units with copious chainaxes/Cavalry/Ogryns. Of course, the easiest way is to take allies who do have Augury Scanners, but some of us play &#039;&#039;&#039;Marcher Lord&#039;&#039;&#039;. &lt;br /&gt;
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==Building your Army==&lt;br /&gt;
&lt;br /&gt;
USE YOUR DAMN IMAGINATION! Want an army of Jetpack Beastmen? Abhuman Muster and Survivors of the Dark Age. This army is about as customizable as you could possibly get but, they&#039;re restricted by the biggest source of customization being army wide. The units can take a startling rainbow of standard weapons, but like a rainbow, many of the options are almost the same. Its entirely possible (albeit better for friendly counts as games) to proxy a fantasy army, such as the Empire or possibly Skaven. Look at the stuff available on GW&#039;s website. Empire, Elf, Guard, Skaven, (some) Skitarii, even ORKS (with some converting) can work! Since many tournaments ban forgeworld anyway, look to other model sites if it suits your fancy. All of it works, all of its totally fluff friendly. WoC? Feral worlders. Infinity stuff? Technological advanced enclave. A WW2 model range? You get the idea. If you ever wanted to make an army thats truly &amp;quot;you&amp;quot;, a one of a kind masterpiece, et cetera, this is for you. You may not exactly win, but you sure as hell wont be forgotten. Hell, make your army a bunch of chicks with swag armour and do a proto-sisters of battle army. Then piss people off and give them gene-crafted for Sister Marines, alchem-jackers with frenzon for RED RAGE sisters, or cyber sex gals.&lt;br /&gt;
If you&#039;re using Survivors of the Dark Age and decent armor, why not make an army of [[Adeptus_Arbites|Arbites]]? Survivors of the Dark Age and Abhuman Helots work for an army of Squats. Any combination of Tainted Flesh, Abhuman Helots, Feral Warriors and &lt;br /&gt;
Cult Horde could give you an army of [[Beastmen]]. Want something vaguely Calibanite? Warrior Elite and SotDA works well to that end. &lt;br /&gt;
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{{Warhammer_30k_Tactics}}&lt;br /&gt;
[[Category:Warhammer Tactics/30k]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tyranid_Bio-Weapons&amp;diff=514642</id>
		<title>Tyranid Bio-Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tyranid_Bio-Weapons&amp;diff=514642"/>
		<updated>2023-05-13T08:43:16Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: /* Light Bio-Cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[Grimdark|relentless cheerfulness]] of the [[40k|far future]], the weapons used by the [[Tyranids]] are, just like their armies, home-grown. Instead of using metal, the Tyranids use the growth of symbiotic organs, inseparable from their hosts and are counted together as a single bio-organism. Some of them fire a &amp;quot;dumb&amp;quot; projectile like a spike, whereas other use seeds or even acids and living creatures, because just plain &#039;&#039;bullets&#039;&#039; are for pussies. The downside to this is that these &#039;&#039;&#039;Tyranid bio-weapons&#039;&#039;&#039; are incapable of the explosive firepower that [[Template:40k-Imperial-Weapons|Imperial]], [[Eldar]] and [[Tau]] guns have. They all trade this disadvantage in for being Assault weapons, meaning they can be fired on the move. Also, the explosive firepower is instead exchanged for more... interesting and strategic effects. Another note is that due to their appearance, Tyranid weapons are some of the most badass and phallic looking in the entirety of 40k.&lt;br /&gt;
&lt;br /&gt;
Many of these weapons can be used by creatures of different sizes, but for the sake of simplicity the weapons have been ordered by the smallest creature that can use them. Small creatures are the equivalent of [[Termagaunt|Gaunts]], Medium are those comparable to [[Tyranid Warrior]]s and [[Biovore]]s, and Large are those akin to [[Hive Tyrant|Tyrants]] and [[Carnifex|Carnifexes]]. Then there are two other categories: the Inbuilt weapons, often part of the upper bodies of the largest organisms, and the Melee weapons for the more [[Choppa|choppy]] inclined creatures.&lt;br /&gt;
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==Small==&lt;br /&gt;
Small weapons are used by Termagants, the working class of any Tyranid army, and [[Gargoyle]]s.&lt;br /&gt;
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===Devourer===&lt;br /&gt;
[[File:Dev6.jpg|200px|right|thumb|Devourer]]&lt;br /&gt;
The &#039;&#039;&#039;Devourer&#039;&#039;&#039; is simply a lump of flesh that launches a shower of tiny, short-lived and very hungry lifeforms (sometimes described as worms, others as small beetles) onto a target that immediately start to [[Grimdark|burrow into the target with their maw/mandibles and devour it alive from the inside out]]. Like all Tyranid weapons, the Devourer uses a bio-electric jolt (GeeDubs way of simply saying it fires via the nervous system) to promptly tell the lazy fuckers sleeping inside to get to work. &lt;br /&gt;
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A much larger version called the Brainleech Devourer is mounted only on larger Tyranid organisms and uses specialize Brainleech worms that are far more aggressive and voracious, and go for the target&#039;s brain matter to make sure of the &#039;kill&#039;.&lt;br /&gt;
&lt;br /&gt;
This weapon has a nice range and acceptable firepower for a weapon of its size, albeit it doubles your Termagaunts in cost (while tripling their number of ranged attacks per round, a very economical way to increase dakka as long as you protect your Gaunts somehow. As of 6th edition, you can have mixed weapon options now so throw up a wall of spinegaunts or something). If you take this weapon in large broods, you will be aiming at your enemy&#039;s biggest units to just drown the suckers in dozens of shots.&lt;br /&gt;
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===Fleshborer===&lt;br /&gt;
[[File:FB6.jpg|200px|right|thumb|Fleshborer]]&lt;br /&gt;
The &#039;&#039;&#039;Fleshborer&#039;&#039;&#039; is one of the most iconic Tyranid weapons, a simple design that fires a borer beetle that eats its way through anything it comes across during its flight. Like the Devourer and most Nid firearms, the Fleshborer can only be fired by its respective host, [[Heresy|unless some mad scientist from the Imperium decides its a good idea to attach some electrodes to the weapon like Frankenstein.]] Because the borer beetle is a &#039;&#039;particularly&#039;&#039; lazy fucker, more electro-shocks are required to jolt their asses into action. &lt;br /&gt;
&lt;br /&gt;
[[Derp|For some....reason.]] Some Mago Xenobiologi speculate that the Fleshborer itself (The gun that is) [[Wat|is related to the borer beetle or is an evolutionary niche for the borer beetle.]] They state that the gun &amp;lt;u&amp;gt;IS&amp;lt;/u&amp;gt; the mother that lays the eggs which means that [[What|each mature beetle somehow metamorphose into a gun.]] [[Herp|We usually know the GW is pretty bad at simple biology, but this is beyond ridiculous and ludicrous.]] Why the Hive Mind thought it was a good idea to make a creature mature into an immobile and helpless adult unless picked up specifically by a Tyranid is a [[Fail]] of epic proportions. It could be that mature female beetles simply merge themselves with regular tyranid organisms, similar to male anglerfish, just the opposite sex.&lt;br /&gt;
&lt;br /&gt;
Being the basic weapon for Termagaunts, it has the same stats as an ordinary Bolt Pistol. It will still prove to be more than enough to kill anything with toughness of 7 or less and AV10, as long as you have a lot of them. Tyranids being what they are, you will almost always have a lot of them. Range 12, strength 4, AP-, and it is an assault 1 weapon.&lt;br /&gt;
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===Spike Rifle===&lt;br /&gt;
[[File:Spike-Rifles-5-1024x768.jpg|200px|right|thumb|Spike Rifle]]&lt;br /&gt;
The &#039;&#039;&#039;Spike Rifle&#039;&#039;&#039; is a weapon exclusive to Termagaunts. It is, simply put, a harpoon launcher.  That&#039;s about it. &lt;br /&gt;
&lt;br /&gt;
More specifically its mechanics are like....exactly the same as a regular harpoon launcher just that the string and trigger are alive and swell. It is essentially a bony tube lined with cord muscles that is compressed like a coil. Once the Nid relaxes the muscles, the stored energy pushes the row of harpoon-like spikes into the adjacent target. The barbs are fucking sharp though; able to tear at a victim&#039;s arteries and cause them to bleed to death. To make it even more killy the barbs and the gun itself is laced with acidic veins and toxin sacs to make any scratch almost always fatal. Whilst it can puncture Jimmy&#039;s [[Flak Armor]], don&#039;t think it would do quite swell with [[Power Armor]].&lt;br /&gt;
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Statwise it&#039;s less imposing than it&#039;s description: range 18&amp;quot;, S3, AP-, Assault 1. Only use these if you do not want to pump a huge amount of points into Devourers but you do not want half your brood to not be able to fire when the Devilgaunts do.  Otherwise avoid them...because they suck.&lt;br /&gt;
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===Spinefists===&lt;br /&gt;
[[File:Spinefist6.jpg|200px|right|thumb|Spinefist]]&lt;br /&gt;
A lighter weapon, the &#039;&#039;&#039;Spinefists&#039;&#039;&#039; are used in pairs. They are the more [[Dakka]] version of the Bio-Weapons and are used more akin to a Uzi with worse penetration and more poison. &lt;br /&gt;
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They shower the target with a hail of poisoned spikes, the sheer amount of darts fired ensure that the target is hit. A tube runs from the air sac powering the weapon, through the user&#039;s arm to its lungs. This means that larger creatures get more mileage out of what is essentially the same weapon, proving that even something as simple as a blowgun can be [[Warp|horribly perverted]] by the grim darkness of the far future. &lt;br /&gt;
&lt;br /&gt;
[[Spinegaunt]]s, as their name implies, are the most prolific users of these things. &lt;br /&gt;
&lt;br /&gt;
As of 8E, they act like pistols, which means Raveners (and Rippers, which get the similar Spinemaw) can shoot, get stuck in, and still fire off a few shots without having to disengage first.&lt;br /&gt;
&lt;br /&gt;
===Strangleweb===&lt;br /&gt;
[[File:Strangleweb.PNG|200px|right|thumb|Strangleweb]]&lt;br /&gt;
With this weapon, your Tyranids too can learn [[Meme|how to shot web]]. Essentially a Tyranid [[Webber]]. &lt;br /&gt;
&lt;br /&gt;
The effects of the &#039;&#039;&#039;Strangleweb&#039;&#039;&#039; can be described best as a non-cutting variation of the Death Spinner used by the Warp Spiders: instead of slicing through their opponents, it constricts them, and maybe crushes them to death. &lt;br /&gt;
&lt;br /&gt;
That&#039;s a pretty big maybe: wounding even basic Guardsmen at 5+ and rolling against Strength instead of Toughness to wound means that this weapon would be best if used against the likes of the [[Death Guard]]... if shooting them wasn&#039;t a stupid idea for a Tyranid player in the first place &#039;&#039;AND&#039;&#039; if you could take more than 1 of them per 10 Gaunts.&lt;br /&gt;
&lt;br /&gt;
===Blinding Venom===&lt;br /&gt;
[[File:Blinding_Venom.JPG|200px|right|thumb|Blinding Venom]]&lt;br /&gt;
&lt;br /&gt;
Imagine baby Drool Cannons, that&#039;s basically the Blinding Venom.&lt;br /&gt;
&lt;br /&gt;
Unique to Gargoyles, they can spit acid in the eyes of their enemies to blind them and allow for an easy devouring of the target. The poison is quite weak (6+ what the hell?) &amp;lt;s&amp;gt;and it&#039;s best to just go with the regular poison attacks granted by Toxin Sacks.&amp;lt;/s&amp;gt; but it has the blind special rule so it means for every attack the unit being attacked has to pass an initiative test now a unit of gargoyles has a minimum size of 10 models so...&lt;br /&gt;
&lt;br /&gt;
As of 8th edition, if the Gargoyles put an unsaved wound onto an enemy unit, the blinding venom makes them suffer -1 to hit for the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
As of 9th edition, GW pretends the gun, still very visible in the Gargoyles&#039; mouths, doesn&#039;t exist as the weapon is no longer in the codex.&lt;br /&gt;
&lt;br /&gt;
==Medium==&lt;br /&gt;
Medium weapons are used by Warriors and organisms based on the -[[Biovore|Vore]] and -[[Tyrant_Guard|Guard]] body archetypes.&lt;br /&gt;
&lt;br /&gt;
===Barbed Strangler===&lt;br /&gt;
[[File:BarbedStrangler6.jpg|200px|right|thumb|Barbed Strangler]]&lt;br /&gt;
Remember that 70&#039;s cult classic Zardoz? [[James_Bond|Sean Connery]] dressed in [[Slaanesh|red gimp getup]] and killing dudes like he&#039;s [[Khârn]], at the behest of a giant floating head that claims that &amp;quot;The gun is good, the penis is evil.&amp;quot; because the penis shoots seeds that create life? Well, the &#039;&#039;&#039;Barbed Strangler&#039;&#039;&#039; chooses to be both. The gun is very basic, [[Brundlepenis|a muscled tube that stores its seeds in a sack at the base, and shoots them with a powerful spasm along with a fair helping of a corrosive oil.]] &lt;br /&gt;
&lt;br /&gt;
The seed upon impact has its nigh-unbreakable shell melted by the oil and sends tendrils to [[rip and tear]] through anything that gets in its way. Using the large blast template, you can cause a lot of damage to a [[Tarpit|blob]] in a single shot.  It also pins but that comes into play very little given that most armies are either largely fearless, ignore pinning anyway, or have LD values good enough to reliably ignore it anyway. With 8e, it traded off the blast template and Pinning for Assault D6 and a bonus to hit when targeting large units, which is a fair trade given the lackluster BS of the average Tyranid.&lt;br /&gt;
&lt;br /&gt;
===Deathspitter===&lt;br /&gt;
[[File:51-10I 81635.1399044187.500.750.jpg|200px|right|thumb|Deathspitter]]&lt;br /&gt;
The traditional weapon of the Warrior, the &#039;&#039;&#039;Deathspitter&#039;&#039;&#039; works by stripping a large maggot off of it&#039;s shell and hurling it at the enemy. Its [[Rip and tear|huge guts]] are highly corrosive and can splatter several enemies at once. The adaptive evolution of the [[Hive Fleet Hydra]]&#039;s slimer maggots make their Deathspitters even more lethal; the maggots could burrow through the target&#039;s flesh and then [[FATAL| repeatedly fragment and regenerate themselves]]. [[Slaugth|The victims literally burst out with the ever increasing mass of wriggling grubs.]]&lt;br /&gt;
&lt;br /&gt;
Serving as a decent weapon against [[MEQ]]s, the weapon relies on its rate of fire to deal damage.&lt;br /&gt;
&lt;br /&gt;
===Flamespurt Cannon===&lt;br /&gt;
&#039;&#039;See main article here: [[Tyranid Flamespurt Cannon]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Impaler Cannon===&lt;br /&gt;
[[File:ImpalerCannon.jpg|200px|right|thumb|Impaler Cannon]]&lt;br /&gt;
The &#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039; is your answer to anything up to AV 12. &lt;br /&gt;
&lt;br /&gt;
This beautiful gun fires a bony spine, steered by a shard-beast at the base of the spine, [[Rip and tear|whose innards are ripped from its body when the spike is fired]]. The spines are launched with enough force to rip through man and machine alike. &lt;br /&gt;
&lt;br /&gt;
Though its range is limited you do not have to actually see your target to be able to shoot it, without a significant downside. Oh, and it has a higher rate of fire than the Imperium-equivalent, the Missile Launcher. What&#039;s not to like? This is your go-to weapon for dealing with [[METAL BAWKSES]].&lt;br /&gt;
&lt;br /&gt;
===Light Bio-Cannon===&lt;br /&gt;
[[File:Barb_Bio-Cannon.PNG|200px|right|thumb|Light Bio-Cannon]]&lt;br /&gt;
Despite sharing the same name as the much &#039;&#039;larger&#039;&#039; Bio-Cannon, the Light Bio-Cannon is functionally a completely different beast.&lt;br /&gt;
&lt;br /&gt;
Rather than showering their prey in a deluge of pyro-acids. These things act more like airburst munitions. The creature that forms the makeup of the weapon are controlled alongside the [[Barbgaunt]] that is bonded with, by a ganglio-parasite that acts as the organism&#039;s brains.&lt;br /&gt;
&lt;br /&gt;
Looking a lot like an [[Rocket Propelled Grenade Launcher|RPG]] or a [[Missile Launcher]], the Light Bio-Cannon is actually an artillery weapon that shower targets with projectiles that explode into shards of serrated chitin. There is a reason why it is compared to an air-burst munition. Pretty nasty stuff against GEQs, but less effective against anything heavily armoured.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Light Bio-Cannon is a 24&amp;quot; ranged Blast and Heavy weapon with a D6 Attack, BS4+, S5, AP0, D1 light mortar. Whilst not that powerful when compared to other forms of light artillery, the weapon or...shall we say the Gaunt itself, is comparatively cheaper. So you field more of them. &lt;br /&gt;
&lt;br /&gt;
Another unique factor is that, to balance its relatively mediocre stats, these living mortars have a unique ability called &#039;&#039;&#039;Disruption Bombardment&#039;&#039;&#039;. What this thing does is that in your shooting phase, any targeted enemy infantry that was hit by one or more of these attacks counts as disrupted for the next turn. When a unit is disrupted, they subtract 2 from its Move characteristic and 2 from its Advance and Charge rolls made for it. [[Grimdark|This is implied to be because any survivors still have bits of chitin-shrapnel in them, making movement painful]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Shock Cannon===&lt;br /&gt;
[[File:Niddex2014e.jpg|200px|right|thumb|Shock Cannon]]&lt;br /&gt;
Sometimes shortened to Shockcannon.&lt;br /&gt;
&lt;br /&gt;
Used by Hive Guard, the &#039;&#039;&#039;Shock Cannon&#039;&#039;&#039; shoots out a claw over a considerable distance which latches on to its target and delivers a powerful bio-electric shock, disabling or even destroying a vehicle. Ostensibly, a big fucking meat taser.&lt;br /&gt;
&lt;br /&gt;
On tabletop the Shock Cannon is the Hive Guard&#039;s primary anti-vehicle weapon. It&#039;s decent enough at S7 AP-1 d3 Damage, but if it rolls 4+ on Wound against a vehicle, it issues a Mortal Wound that coincidentally makes its low AP completely irrelevant. Roll a 6+, and that becomes d3 Mortal Wounds. Thanks to the change from small templates to D3 shots, this is now actually plenty scary against vehicles of any size.&lt;br /&gt;
&lt;br /&gt;
===Spore Mine Launcher===&lt;br /&gt;
[[File:Spore_Mine_Launcher.jpg|200px|right|thumb|Spore Mine Launcher]]&lt;br /&gt;
The more explosive (and useful) Dakka to the Flamespurt&#039;s fiery Dakka.&lt;br /&gt;
&lt;br /&gt;
Created as a result of fights against the Imperial Guard, the Biovore displays this by being the Tyranids&#039; closest thing to an artillery piece and having a massive scrotum befitting a Guardsman&#039;s huge brazen balls. Armed with the &#039;&#039;&#039;Spore Mine Launcher&#039;&#039;&#039;, it can lob Spore Mines a considerable range; living bombs that blanket victims in acid, poisonous gas, and shrapnel-sized chitin spines.&lt;br /&gt;
&lt;br /&gt;
Though not as deadly as [[Basilisk|most other artillery weapons]], the Spore Mines are unique in the way that if they don&#039;t land too close to the enemy, you can deploy them onto the battlefield as living mines, serving as an obstacle for your enemy that must be either moved around or shot. Generally more useful in larger point games or [[Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
===Venom Cannon===&lt;br /&gt;
[[File:VC6.jpg|200px|right|thumb|Venom Cannon]]&lt;br /&gt;
Seen as the primary anti-tank weapon, the &#039;&#039;&#039;Venom Cannon&#039;&#039;&#039; launches a hail of corrosive crystals by way of a biological railgun. Though not as effective as you&#039;d wish, the Venom Cannon can cause quite some hurt on [[Eldar|Aspect Warriors]] and the like. &lt;br /&gt;
&lt;br /&gt;
It is ineffective against heavy tanks but okay against transports and open-topped vehicles, though its primary targets should always be medium infantry.  Because you know, a single shot S6 AP4 small blast weapon with only 36 inches of range that you can only have one of per (heinously expensive and surprisingly fragile) warrior brood is clearly the bestest anti-vehicle gun ever.  See Dawn of War II for how they should work and cry bitterly.  You&#039;re best off giving this gun a pass.&lt;br /&gt;
&lt;br /&gt;
Slightly buffed in 8th along with the blast weapon changes. It is now Assault d3 with S8, AP-2 and D3 damage. Bit better at least.&lt;br /&gt;
&lt;br /&gt;
==Large==&lt;br /&gt;
These are extremely large bio-weapons that could level a playing field with enough [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
===Acid Spray===&lt;br /&gt;
[[File:Acid_Spray.jpg|200px|right|thumb|Acid Spray]]&lt;br /&gt;
Yo dawg, I heard you like [[Hellhound Tank|Hellhound]]s so I put a [[Flamer|discharge of digestive fluids]] that works just like a Hellhound&#039;s weapon on your Tyranid MC and upped its cost by 100+ points. That&#039;s pretty much the gist of the &#039;&#039;&#039;Acid Spray&#039;&#039;&#039;. The problem is that you have a lot of weapons with stats like that, so using an expensive MC (though well armored) that attracts fire like there&#039;s no tomorrow is a bad idea.&lt;br /&gt;
&lt;br /&gt;
In terms of fluff, the Acid Spray is a Tyranid Biomorph found on larger creatures such as the [[Tyrannofex]]. This bioweapon stores huge amounts of highly acidic digestive fluids, then sprays it over a wide area. The acid melts through body armor with shocking ease and reduces its victims to shapeless goo.&lt;br /&gt;
&lt;br /&gt;
===Bio-plasmic Cannon===&lt;br /&gt;
&#039;&#039;See main article here: [[Plasma#Bio-Plasmic Cannon|Bio-Plasmic Cannon]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Brainleech Devourer===&lt;br /&gt;
[[File:Brainleech_Devourer.jpg|200px|right|thumb|Brainleech Devourer]]&lt;br /&gt;
Get a regular Devourer and then force feed it growth horomones. You get the Brainleech variety.&lt;br /&gt;
&lt;br /&gt;
The biggest of Tyranids have devourers loaded with &#039;&#039;&#039;Brainleech Worms&#039;&#039;&#039; instead, a species larger and even more aggressive and hungry than the regular devourer worms. These are used for when the [[Hive Mind]] &#039;&#039;really&#039;&#039; got sick of all these blobs and want to shower them in hungry insects.&lt;br /&gt;
&lt;br /&gt;
Range: 18&amp;quot;, S6, AP-, Assault 6. If you&#039;re not using two sets of Twin-Linked Brainleech Devourers on your Flying Hive Tyrant and any Carnifexes you&#039;re fielding, you&#039;re [[fail|doing it wrong]].&lt;br /&gt;
&lt;br /&gt;
In 8th edition.  It is a bigger devourer with +2 Strength and double the shots for the MONSTERS in the Tyranid force. Comes as a pair so it puts out 12 shots. Two sets of these gives 24 shots, pretty good overall, made even better with the Pathogenic Slime strategem.&lt;br /&gt;
&lt;br /&gt;
===Drool Cannon===&lt;br /&gt;
[[File:DroolCannon.jpg|200px|right|thumb|Drool Cannon]]&lt;br /&gt;
The weapon with [[Derp|the funny name.]]&lt;br /&gt;
&lt;br /&gt;
The Drool Cannon is a type of Tyranid Biomorph found on the [[Hive Crone]]. Protruding from the Crone&#039;s mouth, the Drool Cannon vomits a wave of digestive juices upon its foes. The acidic bile originates from sacs carried on the Crone&#039;s underbelly. Because of the way the Drool Cannon interferes with the Hive Crone&#039;s mouth, it is unknown why the Hive Mind thought it is still viable to waste resource on its sharp teeth (maybe it&#039;s retractable?).&lt;br /&gt;
&lt;br /&gt;
So yeah, the Nids have literal super spit, like the [[Space Marines]], but they actually use it repeatedly rather than for [[Plot Armor|plot reasons.]] Although knowing how fast some factions fly their planes, it must be one heck of a spit for it to hit anything at all.&lt;br /&gt;
&lt;br /&gt;
For crunch, it is the [[Hive Crone]]&#039;s answer to the [[Heldrake]] Baleflamer, except lacking Torrent and a good AP value and pretty much anything good, including its icky name. Template S6 AP4.&lt;br /&gt;
&lt;br /&gt;
===Fleshborer Hive===&lt;br /&gt;
[[File:Fleshborer_Hive.jpg|200px|right|thumb|Fleshborer Hive]]&lt;br /&gt;
Think the [[Leman_Russ_Battle_Tank|Leman Russ Punisher]], but replace the Punisher gun with a &#039;&#039;&#039;Fleshborer Hive&#039;&#039;&#039;. That&#039;s about it. Because sometimes you have just run out of Troops choices (how one runs out of termagants is another question), and you just need 20 Termagants worth of Fleshborer fire on a tough platform. &lt;br /&gt;
&lt;br /&gt;
Consisting of a large colony of the same breed of borer beetles found in the simple fleshborer, the fanged creatures stored in the bloated sacs of the hive lay thousands of eggs that hatch and mature at a fast rate within the chambers of the brood nest. &lt;br /&gt;
&lt;br /&gt;
Needless to say, this is shit. Also,the fluff states that it must periodically discharge beetles or it makes the [[Wat|Tyrannofex explode.]] [[FAIL|The Hive Mind proves its genius yet again.]] In 8th, the stats are still sucky, but it can fire twice if the Tyrannofex doesn&#039;t move. 40 shots a turn for a respectable amount of biological dakka.&lt;br /&gt;
&lt;br /&gt;
In 8th edition it has recieved a much needed buff. [[Dakka|It&#039;s a Heavy 20 Fleshborer at S5.]] Because of the short range it&#039;s not as impressive as the Rupture Cannon, but the ability to bring a portable Fire Warrior squad&#039;s worth of firepower with you is nothing to scoff at, especially if it gets to shoot twice while standing still. The Scorch Bugs Stratagem makes it absolutely terrifying. &lt;br /&gt;
&lt;br /&gt;
Also if you have trypophobia (fear of holes), this &#039;&#039;may&#039;&#039; not be the best weapon to use on tabletop. Chances of projectile vomiting. Too high.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], its a weapon (that shoots bugs) that you can fire from you fucking forearm. Bioshock indeed.&lt;br /&gt;
&lt;br /&gt;
===Heavy Venom Cannon===&lt;br /&gt;
[[File:Heavy_VC.jpg|200px|right|thumb|Heavy Venom Cannon]]&lt;br /&gt;
The &#039;&#039;&#039;Heavy Venom Cannon&#039;&#039;&#039; is just that: a bigger version of the Venom Cannon able to deal with bigger vehicles, and it would be a lot more reliable if it wasn&#039;t using a Blast template. Can be used against tanks up to [[Land Raider]]s, but lack the firepower to deal reliably with them and lacks the armor penetration to deal with [[MEQ]]s on a consistent basis. &lt;br /&gt;
&lt;br /&gt;
It is slightly better on Carnifexes than it&#039;s littler brother is on Warriors primarily because you can actually field the things in bulk...sort of. It&#039;s still not particularly good; but it&#039;s passable on a bio-blast brood if you don&#039;t want more dakkafexes for some insane reason. In 8th, it is largely the same as the regular Venom Cannon with one more strength (S9) and 3 damage per shot making it excellent elite infantry killers and decent anti tank&lt;br /&gt;
&lt;br /&gt;
===Rupture Cannon===&lt;br /&gt;
[[File:Rupture_Cannon.jpg|200px|right|thumb|Rupture Cannon]]&lt;br /&gt;
Think of it as a Tyranid Vanquisher Cannon.&lt;br /&gt;
&lt;br /&gt;
If you want to stop a tank dead in its tracks, the &#039;&#039;&#039;Rupture Cannon&#039;&#039;&#039; (a fluff-wise bigger barbed strangler) is your friend. Firing two projectiles in a short succession, a tick that covers the enemy in a gooey substance, and a seed that upon impact with the goo dissolves at such speed which triggers a chemical implosion powerful enough to turn a [[Baneblade]] inside out. &lt;br /&gt;
&lt;br /&gt;
That&#039;s what the fluff says, anyway - while it boasts a commanding s10, it strikes at AP 4, so MEQs don&#039;t even notice it.&lt;br /&gt;
&lt;br /&gt;
In 8th however, it got horrifyingly good. It&#039;s now a 3 SHOT LASCANNON with an extra point of S, and the Tyrannofex can fire &#039;&#039;twice&#039;&#039; when it stays still. MEQs will definitely notice it now, but it&#039;s much better against vehicles; up to 6 S10 AP-3 D6 damage shots per shooting phase will ensure that even Knights and Land Raiders will feel the hurt.&lt;br /&gt;
&lt;br /&gt;
===Stranglethorn Cannon===&lt;br /&gt;
[[File:Stranglethorn_Cannon.jpg|200px|right|thumb|Stranglethorn Cannon]]&lt;br /&gt;
An upscaled version of the Barbed Strangler (thus it fires much larger, stronger, and more aggressive seed-pods), the &#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039; has enough power to deal with even the toughest of foes, and serves as a borderline artillery weapon. The growing pod&#039;s mass of barbed tentacles can grasp onto the armor plating of vehicles and rip them to pieces.&lt;br /&gt;
&lt;br /&gt;
It has the same AP as it&#039;s smaller brother, and the same blast size and pinning rule, but now it has S6 which means it can now pile on hurt better and harass light vehicles.&lt;br /&gt;
&lt;br /&gt;
In 8th edition it is a bigger Barbed Strangler with +2 Strength for the MONSTERs in the Tyranid force. Keeps the above +1 to hit rule and also inflicts 1 more damage. Kills light Infantry more efficiently than the HVC. Combine with Enhanced Senses and laugh at the look on your opponent&#039;s face as a Carnifex hits on a 2+ (Only if units of 10 or more). Unfortunately still only hits on a 3+ on a carnifex with enhanced senses.&lt;br /&gt;
&lt;br /&gt;
===Tentaclids===&lt;br /&gt;
[[File:Tentaclid2.jpg|200px|right|thumb|Tentaclid]]&lt;br /&gt;
Flying under the wings of Hive Crones, the &#039;&#039;&#039;Tentaclids&#039;&#039;&#039; are living seeker missiles who can chase after flying targets such as enemy aircraft and disable them with a powerful bio-electric pulse.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch they are the Crone&#039;s big surprise. These Babies only have S5 to their name and a re-roll to hit flying units, but if they wound a vehicle on a 4+ it deals a Mortal Wound with a 6+ dealing d3 Mortal Wounds. &lt;br /&gt;
&lt;br /&gt;
Unlike before, these can actually be used again and again which kind of contradicts the fluff since Hive Crones only carry four of these things...unless of course a Tentaclid is spawned from the Hive Fleet itself and homes and attaches to the nearest Hive Crone. Or after disabling an enemy flier it just returns to its carrier crone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titanic==&lt;br /&gt;
Here the most powerful and biggest weapons the Tyranids have are described, used by the biggest and baddest of nasties.&lt;br /&gt;
&lt;br /&gt;
===Bio-Cannon===&lt;br /&gt;
[[File:Biocannon.jpg|200px|right|thumb|Bio-Cannon]]&lt;br /&gt;
The biggest motherfucking gun alive on land (Both figuratively and literally). The Bio-Cannon is a Tyranid Biomorph. Equipped on titan-sized creatures such as the [[Hierophant]] and [[Harridan]], the Bio-Cannon works like a giant Deathspitter; that is that it spews forth a hail of highly venomous and corrosive maggot organisms. &lt;br /&gt;
&lt;br /&gt;
But these maggots are ECKS BAWKS HUEG to make it a threat to superheavies. These organisms like their smaller cousins, explode on impact, splattering a rain of bio-acid and poison that can melt through nearly any material in a matter of seconds. Of course how this affects esoteric shit like [[Void shield|Void Shields]] is unknown (Maybe it eats through Void Shields?).&lt;br /&gt;
&lt;br /&gt;
On crunch, the Bio-Cannons comes in two since the Hierophant naturally twin-links these; they are S10 (which can double for the price of taking D3 mortal wounds, like tau units overcharging), AP-2, 2D6 damage (doubled against buildings and other TITANIC units). Its a shame it is the only Titan-grade Tyranid weapon though.&lt;br /&gt;
&lt;br /&gt;
===Bio-Torpedo===&lt;br /&gt;
[[File:Nid_Torpedo.JPG|200px|right|thumb|Bio-Torpedo]]&lt;br /&gt;
Otherwise known as the Tyranid Torpedo. These things are living, breathing Torpedoes used by Bio-Ships to break open the hulls and shatter the shields of enemy vessels. Unlike most races torpedoes which has limited tracking and maneuvrability, Bio-Torpedoes could do twist and turns that no ordinary torpedoes could replicate. They are packed full of bio-plasma to fuck shit up.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Bio-Torpedoes look very similar to the [[Ether-Swimming Brood]].&lt;br /&gt;
&lt;br /&gt;
On [[Battlefleet Gothic: Armada II]], these living weapons are just regular torpedoes, [[Derp|despite the fluff.]] Launch several of them at close range for a truly lethal torpedo-giant claw combo and [[Rape|watch the ensuing spectacle.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bio-Torpedo_launched.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seed Spore===&lt;br /&gt;
[[File:Nid_Seed_Spore.JPG|200px|right|thumb|Seed Spore]]&lt;br /&gt;
If the Bio-Torpedoes are the Nids answer to regular torpedoes than the Seed Spore is the Nids answer to Melta Torpedoes.&lt;br /&gt;
&lt;br /&gt;
Seed Spores function the same as Bio-Torpedoes, however, the catch is that rather being filled to the brim with fuel that creates bio-plasma, the Seed Spore is packed with pyro-acid spores that blankets a large area in a toxic cloud.&lt;br /&gt;
&lt;br /&gt;
On [[Battlefleet Gothic: Armada II]], these living weapons are your area-denial weapon. The clouds being spawned from a Seed Spore covers a good range and any ship within the cloud takes hull damage rather than shield damage.&lt;br /&gt;
&lt;br /&gt;
===Bio-Plasma Battery===&lt;br /&gt;
&#039;&#039;See main article here: [[Bio-Plasma Battery]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pyro-Acid Battery===&lt;br /&gt;
[[File:Pyro-Acid_Battery_2.JPG|200px|right|thumb|Pyro-Acid Battery]]&lt;br /&gt;
The [[Dick|giant phallic weapons]] found only on Bio-Ships. &lt;br /&gt;
&lt;br /&gt;
Essentially the Tyranids version of a [[Exterminatus|Macro-Weapon mixed in with a Flamer/Chem-thrower.]] Pyro-acid Batteries are a kind of Weapons Battery used on Tyranid Bio-ships. Launching toxins and pyro-acids, these gigantic Biomorphs can cause considerable damage on impact to enemy ships. Moreover, after impact, they unleash hordes of smaller Tyranid creatures into the ship, and these often prove more deadly than the weapon itself.&lt;br /&gt;
&lt;br /&gt;
On [[Battlefleet Gothic: Armada II]], these things can be found on either the mouth or portside of a Bio-Ship. Most often than not, these things are the most [[Dakka]] weapons of a Hive Fleet, able to dish out an enormous amount of acidic fire and criticals while also ignoring shields, in contrast to slower firing weapons like the Drool Cannon for example. [[Orks]] [[Shitstorm|shit themselves a new one]] when face against these things, [[Necrons]] however...not so much.&lt;br /&gt;
&lt;br /&gt;
The weapon comes in two forms like the [[Bio-Plasma Battery]]. There is the much larger Discharge Artillery which is mounted on the front hull of the ship. That gives it longer range at the expanse of fire rate. Then these are the batteries which are mounted on the starboard and port of the vessel. They have greater firepower at the expanse of range. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Pyro-Acid_Battery.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Inbuilt==&lt;br /&gt;
Certain weapons used by the Tyranids are part of the creatures themselves, instead of being addition to the arms/back.&lt;br /&gt;
&lt;br /&gt;
===Bio-Electric Pulse===&lt;br /&gt;
[[File:Bio-Electric_Pulse.jpg|150px|right|thumb|Bio-Electric Pulse]]&lt;br /&gt;
Built into the Trygon, a electrical charge is build up by the creature as it moves, allowing a powerful and [[Dakka|large]] discharge. The Trygon Prime increases the range of this blast, and doubles its rate of fire.&lt;br /&gt;
&lt;br /&gt;
It is also great for tunneling which is a plus for the Trygon. They use their bio-static charge to assist with tunneling, as their tunnels have been found coated with a fused, glass-like silicate layer on the inside. This effect stabilizes the tunnel walls and prevents them from collapsing behind a burrowing Trygon. Which is stupid when given the weight and size of the Trygon. Unless it is smooth like a [[Adeptus Custodes|lubed bannana]], then there is no way such glass would withstand such violent digging. Furthermore, large vehicles and some animals could burrow efficiently without needing to turn their surroundings to glass. So this ability is quite redundant unless the Nids want to transport smaller grubs along its merry adventure.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know, the Bio-Electric Pulse &amp;lt;u&amp;gt;IS&amp;lt;/u&amp;gt; the Trygon&#039;s carapace armor.&lt;br /&gt;
&lt;br /&gt;
===Bio-Plasma===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main article here: [[Plasma#Bio-Plasma|Bio-Plasma]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Cluster Spines===&lt;br /&gt;
[[File:Cluster_Spines.jpg|150px|right|thumb|Cluster Spines]]&lt;br /&gt;
Just imagine a porcupine that shoot out its spines or a [[Lizardmen]]&#039;s Razordon.&lt;br /&gt;
&lt;br /&gt;
The largest Tyranids have banks of spines build into their carapaces that they can fire when under stress. Consisting of rows of quills embedded into the carapaces of the equipped creature like a giant Porcupine. These spines are dense and hollow like a Frag Grenade and explode upon impact like one, dealing significant damage to anything in the area of impact over considerable distances. Of course, it is unknown whether these are single shot or multi-use. &lt;br /&gt;
&lt;br /&gt;
Fired into densely packed groups of enemies, these spines can saturate large areas with needle-sized slivers, making them a potent anti-infantry weapon. Although given on where the Tyranid would like to grow its spines, [[Fail|it can also end up hitting nothing but air.]]&lt;br /&gt;
&lt;br /&gt;
Whilst this makes them superfluously similar to the Spine Banks, the biggest difference is size. Cluster Spines are only found on [[Tervigon]]s and [[Tyrannofex]]es, whilst the Spine Banks are used only by [[Carnifex]]es. &lt;br /&gt;
&lt;br /&gt;
Its more anti-armor version is the Stinger Salvo.&lt;br /&gt;
&lt;br /&gt;
===Flesh Hooks===&lt;br /&gt;
[[File:FleshHooks.jpg|250px|right|thumb|Flesh Hooks]]&lt;br /&gt;
Flesh Hooks are sharp barbs attached to long, sinewy tentacles, which are kept coiled close to the Lictor&#039;s rib cage, until they are fired by a powerful muscle spasm. They are the Tyranid&#039;s answer to Scorpion&#039;s sting from Mortal Kombat. So don&#039;t be too surprise if Nid players shout &amp;quot;Get Over Here!&amp;quot; every once in a while.&lt;br /&gt;
&lt;br /&gt;
Until 5th Edition edition came out, nearly any species of Gaunt, Warrior and more could use these. They are long bony spines with barbed hooks on the end that serve as both harpoons and possible grapnel for climbing. The Lictor can use these hooks either to scale sheer obstacles, or to snag luckless prey and drag it into the Lictor&#039;s waiting claws. Now they&#039;re Lictor and Warrior/Shrike only (Carnifexes have access to Spine Banks, which are similar), count as Frag Grenades, and can be fired for a surprisingly deadly shot.&lt;br /&gt;
&lt;br /&gt;
===Grasping Tongue===&lt;br /&gt;
[[File:Grasping_Tongue.jpg|150px|right|thumb|Grasping Tongue]]&lt;br /&gt;
The ultimate OM NOM NOM NOM NOM.&lt;br /&gt;
&lt;br /&gt;
The Grasping Tongue is less of a tongue and more of a mound of tentacle claws attached to a giant mouth. This is a weapon you can see in every [[/d/|tentacle hentai]] ever and not be surprised at all. &lt;br /&gt;
&lt;br /&gt;
Though technically part of an [[Haruspex]]&#039;s body, it can use its long tongue to snag an enemy, pluck it out of its unit and devour it whole.&lt;br /&gt;
&lt;br /&gt;
For 8th edition crunch, everyone&#039;s favorite [[Rape|tentacle rape]] got a pretty good buff; it&#039;s rather fierce at S6 AP-3 and d3 damage, it gains further use since it can be used within close range and regains a wound if it kills something, so it can add to survivability.&lt;br /&gt;
&lt;br /&gt;
===Ripper Tentacles===&lt;br /&gt;
[[File:Ripper_Tentacle.jpg|110px|right|thumb|Ripper Tentacles]]&lt;br /&gt;
No. They are in no way related to the small, petite living stomachs called the [[Ripper|Rippers]]. &lt;br /&gt;
&lt;br /&gt;
However, they do bare resemblance to other tentacle-themed enemies in science fiction (cue hentai tentacle rape jokes). Possibly why this and the Mycetic Spore was canned cause they ain&#039;t copyrightable enough for GW. &lt;br /&gt;
&lt;br /&gt;
Used by Mycetic Spores, the tentacles themselves consist of thick ropes of muscles and tendon. Drawn to movement, any moving foe within reach of the Tentacles will be thoroughly smashed like dough on a kitchen board.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are long-ranged tentacles able to do significant damage to medium-sized blobs thanks to their high rate of fire (strange choice of words when the weapon in question is akin to beating someone over the head with a tentacle).&lt;br /&gt;
&lt;br /&gt;
Of course with the fact that the [[Mycetic Spore]] has all but been &amp;lt;s&amp;gt;squatted&amp;lt;/s&amp;gt; replaced by the far more modern and up-to-date [[Sporocyst]] the canon was &#039;&#039;almost&#039;&#039; all but up in the air with these Tentacles. Thankfully, the [[Venomthrope]] and [[Toxicrene]] kind of bought them back into reality.&lt;br /&gt;
&lt;br /&gt;
===Spine Banks===&lt;br /&gt;
[[File:Spine_Banks.PNG|150px|right|thumb|Spine Banks]]&lt;br /&gt;
Like the Singer Salvo and Cluster Spines, Spine Banks are another type of back-based ranged weapon bio-morph found typically on [[Carnifex]]es, especially the [[Thornback]] species.&lt;br /&gt;
&lt;br /&gt;
Spine Banks follow the same pattern as the aforementioned two back-based weapons. They are composed of rows of spines embedded in cavities in the carapace of a Tyranid creature which are fired by muscle contraction at close ranges. This showers an area with spines covered with poison which easily incapacitate and distract nearby enemies. Spine Banks often form the Frag Spines studded along some Carnifexes. &lt;br /&gt;
&lt;br /&gt;
Whilst this makes them superfluously similar to the Cluster Spines, the biggest difference is size. Cluster Spines are only found on [[Tervigon]]s and [[Tyrannofex]]es, whilst the Spine Banks are used only by Carnifexes.&lt;br /&gt;
&lt;br /&gt;
On 9th Edition, Spine Banks are 6&amp;quot; Assault 5 S5 AP0 D1, one of the back options for the Carnifex, never take this, the spore cysts are better but if you don&#039;t have 15 points for them, then use the 5 points this weapon costs for something else.&lt;br /&gt;
&lt;br /&gt;
===Spore Mine Cysts===&lt;br /&gt;
[[File:Spore_Mine_Cysts.jpg|150px|right|thumb|Spore Mine Cysts]]&lt;br /&gt;
Build into the underside of a [[Tyranid Harpy]], you can have it drop a Spore Mine onto something it flew over once per game as if it was making a bombing run. The same rules for the Spore Mines as stated above count here as well. Some players have gone their way to make the Harpies &#039;&#039;carry&#039;&#039; the Spore Mines. Of course, most modern equivalent of the Spore Cyst are the two stubby looking anuses behind a Harpy. So yes, the Tyranids can actually shit explosive submunitions on their enemies. &lt;br /&gt;
&lt;br /&gt;
Unfortunately it is a pretty outdated weapon, dating back to 4th edition. &lt;br /&gt;
&lt;br /&gt;
In 4th Edition, Spore Cysts are found on larger Tyranids and are excretion pits for the creation of Spore Mines. The symbiotic relationship between creature and spore cyst is such that they cannot be separated once formed.&lt;br /&gt;
&lt;br /&gt;
===Stinger Salvo===&lt;br /&gt;
[[File:Stinger_Salvo.jpg|150px|right|thumb|Stinger Salvo]]&lt;br /&gt;
Think of it as a giant Spinefist.&lt;br /&gt;
&lt;br /&gt;
Works comparable to the Cluster Spines, except this is more of a barrage of large solid spikes akin to the spinefists rather than a densely hollow spines. Powerful muscular contractions spray the spikes out to skewer enemy infantry and pierce the toughest of armor.&lt;br /&gt;
&lt;br /&gt;
Think of this as the anti-armor variant of the Cluster Spine&#039;s anti-infantry. Although they can both harm either infantry or armored divisions when peppered sufficiently with spines/spikes. Just like the Cluster Spine,  the Stinger Salvo is a weapon who practicality is only viable given on where the Tyranid would like to put it, turning into a living, breathing spike bomb into a fairly useless weapon that rains spikes cause the dumb idiot placed its Stinger Salvo a tad bit too high.&lt;br /&gt;
&lt;br /&gt;
===Thorax Swarm===&lt;br /&gt;
[[File:Thorax_Swarm.jpg|150px|right|thumb|Thorax Swarm]]&lt;br /&gt;
Certain Tyranids can issue forth swarms of bugs living in their thoraxes to devour anything in short range. These creatures erupt from openings in their host&#039;s chest to drown the enemy in a deadly cloud that chews out eyes and crawls down throats. These swarms come in three flavors: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Electroshock Grubs:&#039;&#039;&#039; These grubs are insects who electrocute anything they grab onto for a damaging attack, anything caught in between this energy is reduced to a charred ruin.&lt;br /&gt;
*&#039;&#039;&#039;Desiccator Larvae:&#039;&#039;&#039; These are grubs who drain the target&#039;s body of all of its moisture within seconds, leaving only a dry husk. This means that once fully bloated, they would be one huge grub seeing how the Human body is like what, 75% water.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shreddershard Beetles:&#039;&#039;&#039;  Instinctively crawl into any nook and crevice on their victims such as those between armor joints. They are bugs who Rend their way through their targets, exploding in shards of needles.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thorax_Swarm_D.JPG|Thorax Swarm from a [[Dimachaeron]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
Every Tyranid organism has at least rows of sharp teeth and deadly claws, but some go an extra mile.&lt;br /&gt;
&lt;br /&gt;
===Claws and Teeth===&lt;br /&gt;
[[File:Claws and Teeth.JPG|200px|right|thumb|Claws and Teeth]]&lt;br /&gt;
Your most vanilla of close combat Tyranid weapons. &lt;br /&gt;
&lt;br /&gt;
The Claws and Teeth are basic Tyranid Biomorphs equipped to even the most simplest of organisms, such as Rippers. These razor-sharp claws and maws of fangs allow them to rip apart enemies. There&#039;s nothing spectacular about them, and thus there is nothing interesting about them.&lt;br /&gt;
&lt;br /&gt;
On tabletop, Claws and Teeth are the stock CCW for your Rippers and Termies. (And Zoanthropes as well, but really those guys don’t belong in combat in most cases). They do moderate damage against GEQs and fair pretty bad when it comes to MEQs and above, requiring sheer weight of numbers to be even remotely effective.&lt;br /&gt;
&lt;br /&gt;
All in all, Claws and Teeth is only used when someone really wants to use up all their attacks or that they are &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;THAT&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; desperate.&lt;br /&gt;
&lt;br /&gt;
===Acid Maw===&lt;br /&gt;
[[File:Acid_Maw.JPG|200px|right|thumb|Acid Maw]]&lt;br /&gt;
To aid them in the digestion of a world&#039;s biomass, Pyrovores drool a highly corrosive acid that can dissolve pretty much anything. The downside is that they need to focus all their energy on making a successful bite attack, diminishing their potential damage output.&lt;br /&gt;
&lt;br /&gt;
Some creatures also have a powerful tongue dripping with corrosive acids that can be used to snare prey and bring them in for consumption and digestion while leaving other limbs free for other tasks.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Acid Maw is now the primary CCW of the former biggest joke of 40k, the Pyrovore, now with S5 and AP-3 on all (i.e. both) its attacks. Can also be taken by Genestealers. &amp;lt;u&amp;gt;&#039;&#039;&#039;DO THIS&#039;&#039;&#039;&amp;lt;/u&amp;gt;, [[Awesome|they&#039;re basically free power swords for every 4 models in a unit.]]&lt;br /&gt;
&lt;br /&gt;
There&#039;s even an upgrade called the &#039;&#039;&#039;Monstrous Acid Maw&#039;&#039;&#039;. Which is an option for the Carnifex, with S6 AP-5 and d3 damage. Because you really want to make sure somebody won&#039;t get its armor save. Doesn&#039;t replace any other melee weapons either, so you can always use the talons if you want more reliable damage. Mutually exclusive with Enhanced Senses, Bio-Plasma, and Tusks.&lt;br /&gt;
&lt;br /&gt;
===Lash Whip===&lt;br /&gt;
[[File:LashWhipBit.jpg|200px|right|thumb|Lash Whip]]&lt;br /&gt;
Tyranids have also learned to Whip it Good!&lt;br /&gt;
&lt;br /&gt;
A classic and the source of many a [[rule 34]], they allow its user to strike much faster than they normally could, getting a blow in before the enemy can. More seriously though, a Lash Whip is a Tyranid Bio-weapon in the form of a living whip with three tentacles of muscle and sinew that writhe of their own accord and strike at their prey, independently of their wielder&#039;s actions. &lt;br /&gt;
&lt;br /&gt;
A Lash Whip has a small body contained within a bony tube which forms the handle of the whip, and has three tentacles which form the rest of its body. The creature survives by slicing flesh from its victims and consuming them.&lt;br /&gt;
&lt;br /&gt;
The weapon suffers from not being effective against armored enemies, though. Provided you&#039;re not a venomthrope this is paired with a bone-sword with AP 3 which makes this combo death-incarnate for MEQ&lt;br /&gt;
&lt;br /&gt;
===Feeder Tendrils===&lt;br /&gt;
[[File:Feeder_Tendrils.JPG|150px|right|thumb|Feeder Tendrils]]&lt;br /&gt;
&lt;br /&gt;
Basically the Brain Bug from Starship Troopers and the first part of the Cthulhu fan club&#039;s uniform.&lt;br /&gt;
&lt;br /&gt;
Feeder Tendrils are a special organs of some Tyranid&#039;s organisms (Lictors, for example) that able them to drain the dead victim&#039;s brain matter, absorbing all of its memories and knowledge. This provide the Tyranids with the information about enemy&#039;s strong and weak spots and other reconnaissance data.&lt;br /&gt;
&lt;br /&gt;
On 8th Edition tabletop, Feeder Tendrils are no longer considered weapons but as a form of Strategem for some reason. Feeder Tendrils lets you gamble on a 2/3 chance to make a CP profit. Or more specifically, when a Genestealer, Lictor, Venomthrope, or Toxicrene kills a Character in the Fight Phase, it gain D3 CP. &lt;br /&gt;
&lt;br /&gt;
At the very least, this is effectively free since gaining 1 CP will still be enough to negate the cost of using the Stratagem in the first place. More often, it&#039;ll let you turn opposing characters into an opportunity for bonus CP.&lt;br /&gt;
&lt;br /&gt;
===Rending Claws===&lt;br /&gt;
[[File:Rendingclaw.jpg|200px|right|thumb|Rending Claws]]&lt;br /&gt;
&lt;br /&gt;
The iconic claws of Genestealers and the origin of the Rending rule, these claws are both incredibly sharp and hard; tipped in extremely dense diamond-hard chitin. Powered by the overdeveloped musculature and steel-like tendons of a Tyranid, rending claws become capable of ripping open Ceramite and thick armor with ease as well as fatally shredding flesh and bone; allowing you to pick apart even a [[Terminator]] with ease.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, Rending Claws are a cheap AP-1 weapon, with Rending being replaced with a 6+ on a wound roll giving the attack AP-4. There is also an upgrade called &#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039;, which deal AP-3 D3 Damage, on a 6+ on a wound roll makes the attack AP-6 and a flat 3 damage. Also confers re-rolls to wound, which allow for more &#039;rending&#039; 6s and is important as the Tyrant generally needs higher numbers to hurt things now than in previous editions. Considering that they are also FREE, the claws should be your go-to melee weapon of choice for the Hive Tyrant.&lt;br /&gt;
&lt;br /&gt;
===Scything Talons===&lt;br /&gt;
[[File:ScythingTalon.jpg|200px|right|thumb|Scything Talons]]&lt;br /&gt;
&lt;br /&gt;
The long, bladed weapons you see on Tyranids of all sizes. These weapons are long, razor-edged claws resembling fused talons made of Chitin and serrated bone-like substances. Each talon is powered by whipcord muscles to stab, slash, and eviscerate victims with lightning-fast swipes. They can pierce very light armor as found on [[Ork]]s and the like, but tougher armor will likely stop the blows. Overall, the basic Tyranid melee weapon. &lt;br /&gt;
&lt;br /&gt;
In 5th Edition they were a lot better because they gave rerolls to failed To Hit rolls (only the ones with one pair, but all of them if you have two pairs), at the slight loss of not being able to penetrate even the lightest of armors.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Scything Talons now allow a model to re-roll to hit rolls of 1 when attacking with this weapon (something they used to do back in 5th). In addition, if the model has more than one pair, they can make 1 additional attack with this weapon. It is confirmed via FAQ that multiple sets of talons grant only +1 attack total, not +1 per set; this applies for all sizes of Scything Talons. &lt;br /&gt;
&lt;br /&gt;
There is also the &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039; (For the big bois), which are found on Tyrants and the Carnifex. Same rules as above but AP-3, 3 Damage. If that&#039;s not enough for you, than we have the even bigger &#039;&#039;&#039;Massive Scything Talons&#039;&#039;&#039; which is only found on Tervigons, Maleceptor, Trygon and Trygon Primes and are AP-3, D6 Damage.&lt;br /&gt;
&lt;br /&gt;
===Bonesword===&lt;br /&gt;
[[File:BoneswordBit.jpg|200px|right|thumb|Bonesword]]&lt;br /&gt;
&lt;br /&gt;
Psychic swords that feed off the life force of their target, they can inflict Instant Death and tear through Space Marines with ease.&lt;br /&gt;
&lt;br /&gt;
A Bonesword is living organism, which has a small brain situated deep within its hilt and has a rudimentary sentience that allows it to gradually [[Dick|grow in length]] and repair any battle damage to itself and maintain a deadly monomolecular edge. However, it is completely slaved to the will of its wielder and is incapable of any independent thought. &lt;br /&gt;
&lt;br /&gt;
The weapon is made of chitin and constantly crackles with powerful psychic energy that flows along embedded nerve tendrils to create a psychic field around the blade, effectively creating a biological version of a [[Force weapon|force weapon.]] This energy amplifies in potency when in close proximity to another Bonesword, such as when used in pairs. It is serrated on both edges and was originally a creature&#039;s massively elongated horn.&lt;br /&gt;
&lt;br /&gt;
[[/d/|The Bonesword can generate a powerful surge of psychic energy when stimulated by its user.]]&lt;br /&gt;
&lt;br /&gt;
===Bone Sabre===&lt;br /&gt;
[[File:Bonesabre.JPG|200px|right|thumb|Bonesabre]]&lt;br /&gt;
&lt;br /&gt;
Badass Boneswords used by the [[Swarmlord]], it can use these weapons in a barrage of blades to ward off incoming melee attacks. &lt;br /&gt;
&lt;br /&gt;
They differ from commonly seen Tyranid Boneswords in that each Sabre has a crystalline growth, not indigenous to the galaxy, at its core that partially protrudes through the blade&#039;s serrated surface. The Swarmlord can parry with these sabres at such speed that its foes find it all but impossible to inflict a hit on the creature.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are 4++ in CC only. Also INSTANT DEATH ON ANY SUCCESSFUL CUT. Not just on sixes. Swarmy may have a place still.&lt;br /&gt;
&lt;br /&gt;
===Sickle Claws===&lt;br /&gt;
[[File:Sickle_Claws.JPG|200px|right|thumb|Sickle Claws]]&lt;br /&gt;
Imagine the Rending Claws from a [[Genestealer]], now extrapolate its size to fit on something the size of a [[Carnifex]]. What do you get? [[Rape|A whole load of pain that&#039;s what.]]&lt;br /&gt;
&lt;br /&gt;
Sickle Claws are found exclusively only on the [[Dimachaeron]], an elusive Tyranid creature that is competing with the [[Ripper]], [[Mawloc]] and [[Haruspex]] on who is the biggest OMNOMNOM of them all. These giant rape machines could tear open vehicles as easily as Rending Claws could make [[Terminator]]s [[Anal circumference|bend over.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, on 8th Edition, these are the Dimachaeron&#039;s pride and joy, sporting [[Rape|S10 AP-2 and D3 Damage, but to hit roll of 6 pump it up to AP-4 and D6.]] Honestly, you would think that &#039;&#039;these&#039;&#039; things would be better suited for the [[Genestealer Patriarch]] and the [[Broodlord]] right?&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===Tusks===&lt;br /&gt;
[[File:Tyranidstusks.jpg|150px|right|thumb|Tusks]]&lt;br /&gt;
Tusks are a Tyranid Biomorph and like those of an elephant, it is a form of specialised and enlarged tooth that emerges from the organism&#039;s lower mandible. Tusks are weapons exclusively found only on the [[Stone Crusher]] [[Carnifex]] for some reason. &lt;br /&gt;
&lt;br /&gt;
They are large tusks of adamantium-laced chitin extend from the head of the Tyranid and allows them to initiate a devastating charge, often breaking through ranks of troops by smashing them aside. &lt;br /&gt;
&lt;br /&gt;
However, its enlarged tusks puts them in the way of the Carnifex from biting. So there is a trade off.&lt;br /&gt;
&lt;br /&gt;
On 9th Edition, Tusks gives the {{W40Kkeyword|Horned Chitin}} keyword, useful on a Stone Crusher Carnifex that aims for the big guys on the board.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Grasping Talons===&lt;br /&gt;
[[File:Grasping_Talons_Lictor.JPG|200px|right|thumb|Grasping Talons]]&lt;br /&gt;
The Scything Talons&#039; bigger brother. &lt;br /&gt;
&lt;br /&gt;
Grasping Talons are overly enlarged talons found on either the [[Lictor]] or the [[Dimachaeron]] that looks more like a preying mantis claw than anything else. The enlarged talon and muscle mass allows them to puncture through thick flesh (Or multiples) much easier than regular Scything Talons. In the case of the Dimachaeron, it has two of these bad boys per hand, cause fuck you that&#039;s why.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Grasping Talons are the Lictor&#039;s other weapon, these deal 2 Damage and AP-1. Don&#039;t go through armour as well, but against multi-wound low-armour models like [[Grotesque]] and [[Nob|Nobz]], they&#039;re fantastic. On the Dimachaeron however, since these guys basically have two of them per hand, are S+1 AP2 Talons that, when it rolls one or more 6 to-hit, gives an attack on an unwieldy S+4 AP1 ID claw that can [[Awesome|kill anything smaller than Extremely Bulky]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grasping_Talons.JPG|Dimachaeron&#039;s.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Screamer-Killer Talons===&lt;br /&gt;
[[File:SK_Talons.PNG|200px|right|thumb|Screamer-Killer Talons]]&lt;br /&gt;
An extremely nasty Talons that makes the Grasping Talons look reasonable.&lt;br /&gt;
&lt;br /&gt;
The Screamer-Killer Talons as its name implies, is exclusive to only the [[Screamer-Killer]] [[Carnifex]]. Its shape pays homage to the old-school Carnifexes when they look more like crabs than anything else.&lt;br /&gt;
&lt;br /&gt;
These giant meat blenders has enough strength to rip apart even [[Terminator Armour]] if the 10th Edition trailer is anything to go by. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, the crunch matches the fluff. Absolutely monstrous can openers. WS3+, S10, AP-2, and D3 is already fucking nasty. But include that with the Screamer-Killer being able to inflict &#039;&#039;[[rape|10 fucking attacks]]&#039;&#039; on a turn and this thing would quickly pile on the kills from Terminators to fucking &#039;&#039;Heavy Tanks&#039;&#039;.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Tail Mace===&lt;br /&gt;
[[File:TailMace.jpg|200px|right|thumb|Tail Mace]]&lt;br /&gt;
The smaller cousin of the larger Scything Tail.&lt;br /&gt;
&lt;br /&gt;
The Tail Mace or Bone Mace is a huge lump of flesh on the end of a tail and is used like a wrecking-ball, to demolish heavy vehicles and sweep aside many enemies at once. It is mounted exclusively to the [[Stone Crusher]] [[Carnifex]].&lt;br /&gt;
&lt;br /&gt;
In a affect, it functions similar to the clubbed tails of an [[dinosaur|Ankylosaurus]], and it is designed to break apart heavier armour or fortifications on its back, which, given the role and nature of the Stone Crusher, completely fits its capabilities.&lt;br /&gt;
&lt;br /&gt;
In 9th Edition, the Tail Mace is a S+1 AP-2 D2 tail weapon option for the Stone Crusher Carnifex, you only get one attack with this each time so it may not be worth it if not against an almost-dead vehicle or monster.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===Scything Tail===&lt;br /&gt;
[[File:Scything_Tail.JPG|200px|right|thumb|Scything Tail]]&lt;br /&gt;
&lt;br /&gt;
A Scything Talon found on a tail. &lt;br /&gt;
&lt;br /&gt;
Sometimes known as the &#039;&#039;&#039;Tail Scythe&#039;&#039;&#039; or &#039;&#039;&#039;Thresher Scythe&#039;&#039;&#039;. Scything Tails occurs on larger Tyranids, it is effectively the tail of the creature given a scythe edge, often used to sweep through large numbers of lightly armored enemies. They can also tear through armor like it&#039;s nothing, be able to morph into maces capable of punching holes in tanks or be equipped with stingers containing highly lethal toxins.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Tail Scythe is now known as the Thresher Scythe and it is a S4, AP-1 D1 weapon. Its special ability is that it can make D3 hit rolls for each attack made with this weapon instead of a 1. This makes it complementary to the Wrecker Claws and Bio-Flail combo.&lt;br /&gt;
&lt;br /&gt;
===Crushing Claws===&lt;br /&gt;
[[File:Crushing_Claws.JPG|200px|right|thumb|Crushing Claws]]&lt;br /&gt;
&lt;br /&gt;
Crushing Claws AKA [[Meme|&#039;&#039;CRAB PEOPLE! CRAB PEOPLE!&#039;&#039;]] are a Tyranid Bio-weapon of huge crab-like claws found on the largest Tyranid organisms, the only creatures capable of hefting the enormous bulk of the claws, such as Carnifexes. The claws are obscenely strong and powerful enough to destroy multiple opponents in one swoop or easy cut through the toughest vehicle armor.&lt;br /&gt;
&lt;br /&gt;
Used only by [[Carnifex]]es, [[Tervigon]]s and [[Tyrant Guard]], this massive pair of crab-like claws grants S+1, AP2, Armourbane and Unwieldy. Not very interesting for the Tervigon because its role is really nothing more than sitting on an objective, shitting out as many Gaunts as it can. Carnifexes on the other hand have pretty much lost their utility as linebreakers, you&#039;re better off running them as a dakkafex and letting Trygons do the heavy lifting. They are not very interesting on Tyrant Guard either, given their prohibitive cost and they make them swing very slow: it is best to use the Rending Claws and have them do the job.&lt;br /&gt;
&lt;br /&gt;
===Wrecker Claws===&lt;br /&gt;
[[File:Wrecker_Claw.JPG|200px|right|thumb|Wrecker Claws]]&lt;br /&gt;
Crushing Claws on steroids.&lt;br /&gt;
&lt;br /&gt;
Wrecker Claws are immense claws covered in diamond-hard chitin and ultra-dense bone to enable it crush the armor of vehicles with relative ease. These things are nothing more than living power shears and its nature of violently ripping apart even the most heavily armored of foes would strike fear in the hearts of feeble men.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, Stone Crusher Carnifex comes automatic with two Wrecker Claws. They are allowed to re-roll all failed Armour Penetration rolls, as well as add one to the result if against immobile structures and fortifications (on top of the +2 granted by the Wrecker Claws AP1 value) when using their Wrecker Claws. Although the Stone Wrecker Carnifex has less attacks than the Carnifex (two compared to three) any attack that goes through is more than likely going to cause an Explodes!  &lt;br /&gt;
&lt;br /&gt;
You can swap out one of the Wrecker Claws with a Bio-Flail for maximum FUCK YOU!&lt;br /&gt;
&lt;br /&gt;
===Bio-Flail===&lt;br /&gt;
[[File:WreckingBall.jpg|200px|right|thumb|Bio-Flail]]&lt;br /&gt;
&lt;br /&gt;
Otherwise known as the &#039;&#039;&#039;Wrecking Ball&#039;&#039;&#039; or &#039;&#039;&#039;Stone Crusher&#039;&#039;&#039;. The Stone-Crusher is a Tyranid close combat Biomorph most commonly encountered on the Stone-Crusher Carnifex and is nothing more than a large mass of bone, chitin and flesh. Designed for urban battles, the Stone-Crusher is rammed through a wall using the Carnifex&#039;s immense strength then pulled backwards to wrench the entire structure down.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, Stone Crushers turn a Carnifex into a living battering ram. Wrecker Claw and Bio-Flail replaces their ability to re-roll amour penetration on their regular attacks with the ability to cause Instant Death and gain a new rule, Sweep Attack. Sweep Attack allows a model to replace all their attacks with a number of attacks equal to the number of enemy models in base contact with them. This allows a Stone Crusher Carnifex with a Wrecker Claw and Bio-Flail to generate more attacks and stops it being tarpitted as easily, while the trade off is that they may find it harder to destroy vehicles.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Carapace Chitin-Rams===&lt;br /&gt;
[[File:Carapace_Ram.PNG|200px|right|thumb|Carapace Chitin-Rams]]&lt;br /&gt;
Possibly the heaviest close-combat terrestrial Tyranid bio-weapon to date.&lt;br /&gt;
&lt;br /&gt;
Found exclusively only on a [[Stone Crusher]] [[Carnifex]]. The Carapace Chitin-rams allows the charging Stone Crusher to tear trough the armour and defense of its targets, and even more so against buildings, fortifications, armoured vehicles, and other Monstrous Creatures. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know what it looks like, it is that giant, heavy-ass prong-shaped lance that the Stone Crusher carries on its back and shoulders. The two prongs are literally composed of solid bone and chitin, making it a good weapon to punch a whole through anything it charges through.&lt;br /&gt;
&lt;br /&gt;
=== Feeder Tentacles ===&lt;br /&gt;
&lt;br /&gt;
[[File:Feeder_Tentacles.JPG|200px|right|thumb|Feeder Tentacles]]&lt;br /&gt;
Basically a giant version of the Feeder Tendril.&lt;br /&gt;
&lt;br /&gt;
Feeder Tentacles are enormous tentacles used by some Tyranid Bio-Ships to feed on planetary atmospheres. They can also be used as weapons against enemy vessels. The tentacles are strong enough to punch through a ship&#039;s hull and inject smaller Tyranid organisms into it to run amok, causing enormous damage to the ship&#039;s critical systems.&lt;br /&gt;
&lt;br /&gt;
In [[Battlefleet Gothic: Armada II]]. These are your boarding crafts. However, unlike the other faction&#039;s boarding craft, the Feeder Tentacles is arguably the most powerful as once attached, it is very hard to let go. This allows a continuous stream of Nids to swarm an enemy ship, which would absolutely devastate opposing crew members; often leaving an empty hulk once it is done. This is offset by its shit range, however.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the ultimate OM NOM NOM machine.&lt;br /&gt;
&lt;br /&gt;
=== Great Claws ===&lt;br /&gt;
[[File:Tyranid_Great_Claws.JPG|200px|right|thumb|Great Claws]]&lt;br /&gt;
Sometimes known as Massive Claws.&lt;br /&gt;
&lt;br /&gt;
Great Claws is the Claws and Teeth of a regular Tyranid organism grown to voidship-sized proportions. The &#039;&#039;other&#039;&#039; ultimate OM NOM NOM machine. All bio-ships with a Great Claw upgrade is a designated battering ram and function similarly to the armoured prow of an [[Imperial Navy]] and [[Ork]] warship. Despite the similarities, the Tyranid Great Claws are definitely the best CQC space weapon in the entire game.&lt;br /&gt;
&lt;br /&gt;
This is helped by the fact that it is an actual appendage, meaning that once it latches on to something, it would continue to mulch and crush anything within its massive maw. In [[Battlefleet Gothic: Armada II]], this translates to a [[Awesome|continuous damage dealer]] in contrast to the one-off damage done by an armoured prow. Whilst it has less even &#039;&#039;less&#039;&#039; range, does not permanently latch on to its target and dump an unholy amount of bodies like the Feeder Tentacles, Great Claws do not have a cooldown and it is always &#039;on&#039;. Moreover, Great Claws deals a metric shit ton of damage to a target&#039;s health, completely ignoring any shields present and just chews on it until it goes boom, whereas a ship-turned-drifting hulk done-in by a Feeder Tentacle could always be reoccupied by the enemy if not careful. &lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tyranid]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Tyranid-Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{Tyranids-Creatures}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Deathwatch_(RPG)&amp;diff=171791</id>
		<title>Deathwatch (RPG)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Deathwatch_(RPG)&amp;diff=171791"/>
		<updated>2023-05-12T11:59:08Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: /* Things that suck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NOTICE::&#039;&#039;&#039; As of 9/9/16, FFG announced that the contract with GW has &amp;quot;expired&amp;quot; and they will no longer be producing anymore 40K or WFB products. We&#039;ve got until Feb. 28 of &#039;17 to stock up, and then all of their products with GW&#039;s IP will be removed from the catalogues. It seems that the 40K RPG lines are currently and officially dead until/unless GW finds a new contract to carry on the legacy or builds an in-house team to do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADDENDUM: The 40k RPG license has since been acquired by Cubicle 7. The new 40k RPG, &#039;&#039;&#039;[[Wrath And Glory]]&#039;&#039;&#039;, released in 2018.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
|name = Deathwatch&lt;br /&gt;
|picture = [[Image:Deathwatch_Cover.jpeg|200px]]&lt;br /&gt;
|type = RPG&lt;br /&gt;
|system = d%&lt;br /&gt;
|playno = 3+&lt;br /&gt;
|time = 10+ minutes&lt;br /&gt;
|publisher = Fantasy Flight Games&lt;br /&gt;
|authors = Ross Watson, Jay Little, Sam Stewart&lt;br /&gt;
|year = 2010&lt;br /&gt;
|books = &#039;&#039;Deathwatch Core Rulebook&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:175px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;The Game Master&#039;s Kit&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Emperor Protects&#039;&#039;&lt;br /&gt;
*&#039;&#039;Rites of Battle&#039;&#039;&lt;br /&gt;
*&#039;&#039;Mark of the Xenos&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Achilus Assault&#039;&#039;&lt;br /&gt;
*&#039;&#039;First Founding&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Jericho Reach&#039;&#039;&lt;br /&gt;
*&#039;&#039;Rising Tempest&#039;&#039;&lt;br /&gt;
*&#039;&#039;Honour the Chapter&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Outer Reach&#039;&#039;&lt;br /&gt;
*&#039;&#039;Ark of Lost Souls&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Emperor&#039;s Chosen&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Not to be confused with the titular [[Deathwatch]] organization, though it is about them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathwatch&#039;&#039;&#039; is the third [[Fantasy Flight Games]] [[Warhammer 40,000]] Role-Playing Game, and the first to focus on [[Space Marines]] - specifically, the [[Alienhunters|alien-hunting]] [[Deathwatch]] stationed in the [[Jericho Reach]]. It&#039;s pretty cool; /tg/ uses it to make [[/tg/ 40,000|custom chapters]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
Identical to the companion games published by Fantasy Flight Games (see below under See Also), Deathwatch uses a roll-under-or-equal 1d100 system. Also unchanged are the 9 primary stats, similar in range to those in [[Warhammer 40,000]], which you roll against when making tests. The lethal combat of the other 40K RPGs is preserved, but at a much higher scale; players may pick weapons that deal far more damage than human-standard ones, but enemies are now more powerful, cunning, and rules now exist for enemies to come in large Hordes capable of pulling down a Space Marine through sheer numbers.&lt;br /&gt;
&lt;br /&gt;
The core rulebook states that [[Dark Heresy]] characters with 12000 XP are roughly equal to starting-level Deathwatch characters, but despite what the rulebooks say while this is &#039;&#039;fair&#039;&#039; based on the value of the Astartes inherent abilities granted from their gene-seed organs and power armour traits it is not necessarily equal, as such high-level human characters will have highly increased stats, talents and skills far outside of the reach of many Astartes players as well as gear appropriate to their level, so a human character at that amount of XP could run rings around a starting-level Space Marine character.&lt;br /&gt;
&lt;br /&gt;
Weapons and gear are requisitioned in Deathwatch, rather than bought. Each mission assigned to the kill-team comes with a certain number of points for each marine, and each piece of the Deathwatch&#039;s armory (apart from their standard gear depending on their Specialization) comes with a points cost. At the end of the mission the requisitioned equipment is returned to the armory, and the players requisition new gear at the start of the next one. This is extremely helpful to the [[GM]] as he has less need to worry about players looting everything in sight either to [[munchkin|keep for themselves]] or sell to [[15,000,000 Gold a Day|break in-game economies]] as in most cases each player will have exactly the equipment they need to do their jobs which is likely better than their opponents, and can also choose to get a different loadout appropriate for each mission.&lt;br /&gt;
&lt;br /&gt;
The game also promotes good team co-operation with the unique addition of Solo/Squad modes. Players in solo mode get a nice bonus (many based on their origin Chapter) as they can focus doing their jobs alone, but if the character joins Squad Mode they can collectively learn and use a range of tactical abilities that benefit the entire group, often in a much more significant way than Solo Mode abilities. As characters in the squad progress from experience, they can learn the unique tactical abilities of other members from other Chapters and benefit from them too, which is very much in the fluffy spirit of the Deathwatch.&lt;br /&gt;
&lt;br /&gt;
==Playable Chapters==&lt;br /&gt;
The Chapters found in the [[PHB]] are:&lt;br /&gt;
* The [[Ultramarines]]&lt;br /&gt;
* The [[Blood Angels]]&lt;br /&gt;
* The [[Dark Angels]]&lt;br /&gt;
* The [[Space Wolves]]&lt;br /&gt;
* The [[Black Templars]]&lt;br /&gt;
* And Fantasy Flight&#039;s own chapter, the [[Storm Wardens]]&lt;br /&gt;
&lt;br /&gt;
Rites of Battle added:&lt;br /&gt;
* The [[Imperial Fists]]&lt;br /&gt;
* The [[Hammers of Dorn]]&lt;br /&gt;
* The [[Crimson Fists]]&lt;br /&gt;
* The [[Subjugators]]&lt;br /&gt;
* The [[Flesh Tearers]]&lt;br /&gt;
* The [[Lamenters]]&lt;br /&gt;
* The [[Blood Drinkers]]&lt;br /&gt;
* The [[Knights of Blood]]&lt;br /&gt;
* The [[Angels of Absolution]]&lt;br /&gt;
* The [[Angels of Redemption]]&lt;br /&gt;
* The [[Consecrators]]&lt;br /&gt;
* The [[Novamarines]]&lt;br /&gt;
* The [[White Consuls]]&lt;br /&gt;
* The [[Black Consuls]]&lt;br /&gt;
* The [[Mortifactors]]&lt;br /&gt;
* The [[Genesis Chapter]]&lt;br /&gt;
* The above chapters are mostly a reskin of corebook chapters (their original founders) with some slight variation. The Crimson Fists, Lamenters, Flesh Tearers and Novamarines appear again in &#039;&#039;Honour the Chapter&#039;&#039;, which expands them with their own tactics and rules.&lt;br /&gt;
&lt;br /&gt;
First Founding brought in:&lt;br /&gt;
* The [[Salamanders]]&lt;br /&gt;
* The [[Iron Hands]]&lt;br /&gt;
* The [[White Scars]]&lt;br /&gt;
* The [[Raven Guard]]&lt;br /&gt;
&lt;br /&gt;
Honour the Chapter added a shitton of Chapters in the form of:&lt;br /&gt;
* The [[Blood Ravens]]&lt;br /&gt;
* The [[Red Scorpions]]&lt;br /&gt;
* The [[Marines Errant]]&lt;br /&gt;
* The [[Howling Griffons]]&lt;br /&gt;
* The [[Guardians of the Covenant]]&lt;br /&gt;
* The [[Raptors]]&lt;br /&gt;
* The [[Carcharodons]]&lt;br /&gt;
* The [[Novamarines]]&lt;br /&gt;
* The [[Crimson Fists]]&lt;br /&gt;
* The [[Legion of the Damned]] can be playable. They can be given to a player who just lost his character and come back to be a Deus Ex Machina.&lt;br /&gt;
And the below chapters in Honour the Chapter are similar to the ones in &#039;&#039;Rites of Battle&#039;&#039; that they one or two paragraphs and some slight differences from their founding chapters:&lt;br /&gt;
* The [[Angels Encarmine]]&lt;br /&gt;
* The [[Angels Sanguine]]&lt;br /&gt;
* The [[Angels Vermillion]]&lt;br /&gt;
* The [[Disciples of Caliban]]&lt;br /&gt;
* The [[Guardians of the Covenant]]&lt;br /&gt;
* The [[Doom Eagles]]&lt;br /&gt;
* The [[Fire Angels]]&lt;br /&gt;
* The [[Silver Skulls]]&lt;br /&gt;
* The [[Knights of the Raven]]&lt;br /&gt;
* The [[Sons of Medusa]]&lt;br /&gt;
* The [[Fire Hawks]]&lt;br /&gt;
* The [[Astral Claws]] (Yes, &#039;&#039;[[Badab War|those]]&#039;&#039; [[Badab War|Astral Claws]].)&lt;br /&gt;
* The [[Exorcists]]&lt;br /&gt;
* The [[Fire Lords]]&lt;br /&gt;
* The [[Minotaurs]]&lt;br /&gt;
* The [[Star Phantoms]]&lt;br /&gt;
* The [[Invaders]]&lt;br /&gt;
&lt;br /&gt;
Of course, you can play as any chapter you like or even make your own, thanks to the [[Space Marine Chapter Creation Tables]] from Rites of Battle.&lt;br /&gt;
&lt;br /&gt;
==List of Specialties==&lt;br /&gt;
Deathwatch uses the term &amp;quot;specialty&amp;quot; to refer to what other games call &amp;quot;[[class]]es.&amp;quot; The specialties available in the main rulebook are: &lt;br /&gt;
*&#039;&#039;&#039;[[Tactical Squad|Tactical Marine]]&#039;&#039;&#039; - All-rounder/command.&lt;br /&gt;
*&#039;&#039;&#039;[[Assault Squad|Assault Marine]]&#039;&#039;&#039; - Close combat jump troop.&lt;br /&gt;
*&#039;&#039;&#039;[[Devastator Squad|Devastator Marine]]&#039;&#039;&#039; - Heavy weapons specialist.&lt;br /&gt;
*&#039;&#039;&#039;[[Techmarine]]&#039;&#039;&#039; - Engineer/physics-chemistry scientist.&lt;br /&gt;
*&#039;&#039;&#039;[[Librarian]]&#039;&#039;&#039; - [[psyker|Psychic powers]].&lt;br /&gt;
*&#039;&#039;&#039;[[Apothecary]]&#039;&#039;&#039; - Medic/biology-genetics scientist.&lt;br /&gt;
&lt;br /&gt;
Rites of Battle, First Founding and Honour the Chapter contain &amp;quot;advanced specialties&amp;quot; that can be taken in addition to the normal ones: &lt;br /&gt;
*&#039;&#039;&#039;[[Blackshield]]&#039;&#039;&#039; - effectively a Chapter rather than a Specialty; makes your chapter a seeeecret!&lt;br /&gt;
*&#039;&#039;&#039;Champion&#039;&#039;&#039; - a hero-hunter.&lt;br /&gt;
*&#039;&#039;&#039;[[Chaplain]]&#039;&#039;&#039; - buffing &amp;amp; &amp;quot;spiritual guidance&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;[[Dreadnought]]&#039;&#039;&#039; - walking death-machine.&lt;br /&gt;
*&#039;&#039;&#039;Epistolary&#039;&#039;&#039; - super-[[Librarian]].&lt;br /&gt;
*&#039;&#039;&#039;[[Forge Master]]&#039;&#039;&#039; - super-[[Techmarine]].&lt;br /&gt;
*&#039;&#039;&#039;[[Keeper]]&#039;&#039;&#039; - one part emissary, one part kill machine.&lt;br /&gt;
*&#039;&#039;&#039;Kill-marine&#039;&#039;&#039; - solo operator, can [[derp|squad mode with himself]] - This specialty is actually designed for use in [[Dark Heresy]]/[[Rogue Trader]] in the event your cell of Acolytes/crew of Space Bums don&#039;t want a [[Grey Knight]] [[Mary-Sue]], but still want to have that one guy who makes all the GM&#039;s combat encounters into a lame joke.&lt;br /&gt;
*&#039;&#039;&#039;[[Watch Captain]]&#039;&#039;&#039; - The Hero, and the guy who gets all the bitches.&lt;br /&gt;
*&#039;&#039;&#039;First Company Veteran&#039;&#039;&#039; - All round badass who&#039;s seen it all and done it all.&lt;br /&gt;
&lt;br /&gt;
First Founding provides Chapter-specific Specialties: &lt;br /&gt;
*&#039;&#039;&#039;[[Deathwing]] Veteran&#039;&#039;&#039; - free Terminator Armour.&lt;br /&gt;
*&#039;&#039;&#039;[[Ravenwing]] Veteran&#039;&#039;&#039; - free bike.&lt;br /&gt;
*&#039;&#039;&#039;[[Sanguinary Priest]]&#039;&#039;&#039; - super apothecary, also buffs Blood Angels &amp;amp; Successors.&lt;br /&gt;
*&#039;&#039;&#039;[[Librarian Dreadnought]]&#039;&#039;&#039; - fuck-yeah.&lt;br /&gt;
*&#039;&#039;&#039;[[Scout#I Can&#039;t Believe It&#039;s Not A Scout™|Wolf Scout]]&#039;&#039;&#039; - recon tactical specialist.&lt;br /&gt;
*&#039;&#039;&#039;[[Wolf Priest]]&#039;&#039;&#039; - cross between a Chaplain &amp;amp; Apothecary... broken as fuck in-game.&lt;br /&gt;
*&#039;&#039;&#039;[[Veteran Squad#Tyrannic War Veterans|Tyrannic War Veteran]]&#039;&#039;&#039; - Ultramarines nid-killer.&lt;br /&gt;
*&#039;&#039;&#039;[[Honour Guard]]&#039;&#039;&#039; - EPIC [[Mary-Sue]] &#039;&#039;(though the book attaches them to the Ultramarines, it does say any &amp;quot;codex&amp;quot; space marine should also have access to this specialty)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Honour the Chapter describes:&lt;br /&gt;
*&#039;&#039;&#039;[[Veteran Squad|Sword Brethren]]&#039;&#039;&#039; - Black Templar version of the First Company Veteran, more close combat focused.&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Champion&#039;&#039;&#039; - A tougher [[Black Templar]] with a selection of mission-long buffs and a one-time upgrade that turns you into the toughest motherfucker on the Kill Team but it lasts only one mission and costs 500 xp that you are not getting back. &lt;br /&gt;
*&#039;&#039;&#039;Tempest Blades&#039;&#039;&#039; - A special class exclusive to the [[Storm Wardens]], who wield massive two-handed [[Power weapon|Power]] [[sword]]s around on the battlefield dueling worthy enemies, which will eventually end in their deaths.&lt;br /&gt;
&lt;br /&gt;
The Outer Reach has a single:&lt;br /&gt;
*&#039;&#039;&#039;Dead Station Vigilant&#039;&#039;&#039; - Deathwatch servants of the Dead Cabal.&lt;br /&gt;
&lt;br /&gt;
==Core Rulebooks and [[Splatbook]]s==&lt;br /&gt;
*&#039;&#039;Core Rulebook&#039;&#039; - The [[Player&#039;s Handbook]], which also contains everything that the DM will need.&lt;br /&gt;
*&#039;&#039;The Game Master&#039;s Kit&#039;&#039; - Not the [[Dungeon Master&#039;s Guide]], despite the name. Contains a prewritten adventure and a DM&#039;s screen.&lt;br /&gt;
*&#039;&#039;Final Sanction/Oblivion&#039;s Edge&#039;&#039; - Free downloadable adventures with pre-made characters to immerse first-time players into what this game&#039;s all about.&lt;br /&gt;
*&#039;&#039;The Emperor Protects&#039;&#039;- Pre-written adventure about Rogue Traders, traitors, and missing Inquisitors.  Generally everything you&#039;d expect.&lt;br /&gt;
*&#039;&#039;Rites of Battle&#039;&#039; - /tg/&#039;s favourite supplement, Rites of Battle is the biggest expansion to date, containing not only [[Space Marine Chapter Creation Tables|rules for creating your own chapter]], the [[Imperial Fists]], and advanced character creation, but also advanced Specialties and Distinctions, which are buffs earned for &amp;lt;s&amp;gt;spending some xp&amp;lt;/S&amp;gt; doing something awesome.&lt;br /&gt;
*&#039;&#039;Mark of the [[Xenos]]&#039;&#039; - Extra content on enemies and aliens.&lt;br /&gt;
*&#039;&#039;The Achilus Assault&#039;&#039; - Gives a bunch of background fluff on the setting, Jericho Reach.&lt;br /&gt;
*&#039;&#039;[[First Founding]]&#039;&#039; - Finally getting around to adding the remaining four [[First Founding]] Chapters and gives additional information about the other First Founding Chapters along with the Traitor Legions, along with ways to use the latter as antagonists.&lt;br /&gt;
*&#039;&#039;The Jericho Reach&#039;&#039; - Another fluff book, this one focuses on notable Deathwatch kill-teams and their locations in the Reach. Also comes with a pre-written adventure as well.&lt;br /&gt;
*&#039;&#039;Know No Fear - A History of the Jericho Reach&#039;&#039; - A free download that explains the history of the Jericho Reach in the context of the Imperium.&lt;br /&gt;
*&#039;&#039;The Nemesis Incident&#039;&#039; - A free download that explains a critical part of the history of the [[Storm Wardens]].&lt;br /&gt;
*&#039;&#039;Rising Tempest&#039;&#039; - Interesting adventure book focusing on the [[Tau]] trying to weasel their way into Imperial space, and what will happen if the naive blueberry cunts do it.&lt;br /&gt;
*&#039;&#039;Honour the Chapter&#039;&#039; - A shitton of new Successor Chapters from the later Foundings for players to use, as well as rules for Successors that don&#039;t know their parent chapter or aren&#039;t closely linked to them (such as the [[Blood Ravens]]).&lt;br /&gt;
*&#039;&#039;The Outer Reaches&#039;&#039;- Extra content introducing the [[Eldar]] (Craftworld, [[Dark Eldar]], and Harlequins), as well as the local [[Necron]] dynasty.&lt;br /&gt;
*&#039;&#039;Ark of Lost Souls&#039;&#039; - Pre-written adventure book that takes place in a [[Space Hulk]]. Provides rules for generating your very own space hulk!&lt;br /&gt;
*&#039;&#039;The Emperor&#039;s Chosen&#039;&#039; - Pretty much another Rites of Battle, with the first half being fluff on legendary missions and the latter half on playing and equipping &#039;inheritors&#039; to those legends.  Adds squad-level prestige classes/doctrines, allowing even more coordinated rape of the GM&#039;s plotline, and an adventure to try out said crunchy bits.&lt;br /&gt;
&lt;br /&gt;
==Things that rock==&lt;br /&gt;
*The Demeanor rules actually encourage roleplaying.&lt;br /&gt;
*Lets you play as whatever Chapter you want.&lt;br /&gt;
*The game can be exploited to do hilarious things, like [[Dougie McIsaac|caber-tossing]] [[Chaos Lord]]s in [[Terminator]] armor almost 200 meters, or [[Assault Squad|Assault Marines]] running at 276 km/h.&lt;br /&gt;
*You can play as a Dreadnought!&lt;br /&gt;
&lt;br /&gt;
==Things that suck==&lt;br /&gt;
*[[Matthew Ward|The Ultramarines are once again shown to be the best Chapter ever at everything]]... sorta. Crunchwise, they&#039;re only really good as support, team leader, and &amp;quot;diplomat&amp;quot; characters--other Chapters are much, &#039;&#039;much&#039;&#039; better at combat, technology, and other roles. However, in the fluff, there&#039;s still a strong emphasis on how great the Codex Astartes is and how all &#039;&#039;real&#039;&#039; Chapters follow it to the letter (although, to be fair, that &#039;&#039;is&#039;&#039; what many Imperials actually believe).&lt;br /&gt;
**For example: The Ultramarine sustained squad mode ability grants each member a flat bonus on ALL tests equal to his fellowship bonus and also grants one floating re-roll to the team every turn, which is so unbelievably handy it&#039;s almost broken. While this is normally only available to those who have learned the Ultramarines tactic, a Tactical Marine can attempt to confer his chapter squad mode ability onto the non-chapter members of the rest of his squad by passing a command test, which an Ultramarine Tactical Marine is just built for so that the squad should just have the ability switched on all the time.&lt;br /&gt;
*Characters are overpowered compared to normal humans, making it very hard to use characters in the other 40k RPGs (But what did you expect from Space Marines?)&lt;br /&gt;
*Critical Damage tables remain unchanged from the other 40k RPGs because FFG copypasted them, so take enough damage and you&#039;ll see your badass Space Marine start whimpering and acting in a very non-Space-Mariney way. E.G.- &amp;quot;...gasping in wretched pain.&amp;quot; &amp;quot;Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying.&amp;quot; etc.&lt;br /&gt;
**&amp;quot;&#039;&#039;A blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a stuck Grox. In addition to losing his hair...&#039;&#039;&amp;quot; Very much copypasted, because everyone knows being bald is a requirement to be a space marine, &#039;&#039;[[Blood Ravens Force Commander|hair-esy]]&#039;&#039; aside. No, this is complete rubbish, there are lots of Space Marines with hair. And besides, assuming your GM knows anything about the lore and isn&#039;t an arse/just reading straight from the flavor texts, they can prolly make your death a bit more heroic.  Excuses, that doesn&#039;t change the fact it sounds incredibly Unstartes.&lt;br /&gt;
*A fanmade Salamanders codex that hews &#039;&#039;closer&#039;&#039; to the spirit of the chapter than the FFG version.&lt;br /&gt;
*A minor gripe but if it you&#039;re a dirty filthy pirate/a broke ass loser &amp;lt;s&amp;gt;the only available pdf for Rites of Battle is either the scanned physical book which is kinda sloppy and includes a /tg/ joke page about stairs, or the official one one you can buy at drivethrurpg (because somehow Fantasy Flight ran out of supplies for a pdf...yeah, I don&#039;t get it either).&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;You&#039;re not looking hard enough. Google is your friend.&amp;lt;/s&amp;gt; The Russians can get us ANYTHING, VK has ALL the 40k RPG books, ALL the 7th Ed Codices (Admittedly less useful now)And its for free. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*Un-errata-ed, a few weapons are incredibly disproportionately overpowered to when you can acquire them. Bolters (in particular Heavy Bolters) are so insane that it requires some mathhammer to describe the extent of this cheese. Also, the FUCKING Breaching Auger.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Heavy Bolter has a very impressive statline, clocking in at 3d10kh2+10 damage per shot with 6 pen. While this is a little bit silly, it is far from unforgivable. Every shot you hit will do an average of 23 wounds unmodified. Having the Mighty Shot talent adds 2 to the damage of each shot, raising the damage per shot to 3d10kh+12 and dealing a average of 25 wounds per shot. &lt;br /&gt;
&lt;br /&gt;
What this doesn&#039;t factor in, however, is the single most silly thing to grace FFG RPGS: Righteous Fury. Your average Devastator has a BS of 50-60, full-auto gives a +20, being at close range, where most fire-fights occur, confers a +10, and no Devastator worth his power armor doesn&#039;t have a motion predictor, conferring another +10. A Devastator at this level would most likely have the Mighty Shot talent.  &lt;br /&gt;
&lt;br /&gt;
In your burst of 10 bolts, factoring in all these bonuses, you will hit 4-5 shots on average. Or, 15 dice, rolled 3 at a time, keeping the two highest each time. All of which have a one in ten chance of triggering righteous fury. Which, on account of one of the silliest mistakes to grace RPGs, &amp;lt;s&amp;gt;DOES THE ENTIRE WEAPON&#039;S PROFILE AGAIN&amp;lt;/s&amp;gt; (no it doesn&#039;t; see below). That means effectively your bolt just more than doubled its damage output, and there is a good chance that with tearing, the righteous fury will trigger more righteous fury, and you just one-shotted that daemon prince. If only table-top heavy bolters were anywhere near this strong, the humans would have won ages ago. From personal experience, I have seen a broadside one-shotted by a storm bolter, and two hammerheads shot in the front armor thoroughly wrecked in two turns. And the heavy bolter can be loaded with special ammunition, allowing it to eviscerate things quietly, turn marines into spaghetti, and much more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
A quick sanity injection here: the above reading of the rules requires the reader to be drunk, high, or preferably, [[drugs|both]].  Here&#039;s how combat actually works, assuming a BS 100 Heavy Bolter fired using Full Auto Burst, as claimed above, with the Mighty Shot talent:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
#  Roll 1d100 to hit; you will hit on a 93 down (on a 94+ your gun jams, due to Full Auto Burst).&lt;br /&gt;
#  On average, you will roll a 50.5, which is, on average, 5.5 shots landing (i.e. 5-6), due to Full Auto Burst.&lt;br /&gt;
# For each shot, roll damage independently (3d10kh2+12).  Each shot which has at least one die showing a 10 will trigger Righteous Fury, so you will trigger this at most the number of times you hit; on average you will have 1.4905 Righteous Furies go off, and at minimum, 0.  Remember NOT to roll all 15 dice and keep the 10 highest.  If you have no Furies, goto step 6.  Do each hit in sequence to avoid confusion, since Righteous Fury makes your hits do more damage without adding actual additional hits, despite using an attack roll as an intermediate step.&lt;br /&gt;
#  For each Righteous Fury, roll to hit again, but without Full Auto Burst allowing additional hits or causing gun jams (Righteous Fury copies the attack roll&#039;s modifiers but applies its own special rules).  As you are now BS 100 with an unjammable gun, all of your Fury hits land without rolling (and rolling will not help, as you now lack the Full Auto ability to land multiple hits with one roll).&lt;br /&gt;
#  For each R.F. that landed (which should be all of them), roll damage again (3d10kh2+12) and add it to the damage total of the hit that triggered the Fury.  As these damage rolls can and will generate more Furies, continue chaining your damage rolls for each hit until it finishes exploding.&lt;br /&gt;
#  Doing the math for you, you should have generated a total of 2.045 Fury hits in the above steps, or a bit shy of half again as many as you would have without the rule.  This means you should have dealt, approximately, 7.545 &amp;quot;hits&amp;quot; worth of damage spread across 5.5 actual hits (which matters for dealing with toughness and armor and so on).&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In fact, psykers have no greater enemy then a [[cheese]]tator with witch bolts; every hit will do damage, and every hit that does damage will drop the poor psyker&#039;s psy rating by 1. This means that destroying entire tyranid hordes is as easy as making one devastator fill the hive tyrant with witch bolts, which is highly likely to kill the tyrant, and if it doesn&#039;t kill it it will turn off the synapse. Also, you could theoretically turn Eldrad or Ahriman into swiss cheese with this combination. The only thing that murders harder than a heavy bolter at range is an assault cannon, but you can&#039;t have those at the beginning of the game and it has less useful special ammunition. And can&#039;t be dual-wielded unless your DM wants to let you take two ranged mounts on your terminator armor. Which he shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
This, makes the devastator objectively the second-best class in the game, by a significant margin. Second best to the Techmarine, the cheesiest cheese to grace the earth. &lt;br /&gt;
&lt;br /&gt;
Most Techmarines have the strength &#039;&#039;(if not the Talent)&#039;&#039; to do the heavy bolter/lascannon spam almost as well as Devastator, and also has the privilege to not only have incredibly useful utility skills and pimping gear, but the best melee potential in the system. Yes, better than the dedicated assault class. &lt;br /&gt;
&lt;br /&gt;
The Techmarine also has EXCLUSIVE access to the best melee weapon in the game, and can get it so early that your [[powergamer]] techmarine player will be raping things just as hard at level one as he will at level 8. To clarify that point, I present to you, the one, the only: Breaching Auger. Khorne WISHES his sword were as destructive as this monster. The Breaching Auger does 4d10+3 damage with tearing, unwieldy, and power field. And it has 7 pen. &lt;br /&gt;
&lt;br /&gt;
Your highest space marine starting strength is 50 and that can be raised to 70. A Storm Warder Marine has a addition 5 strength, and can take the Tempest Amulet Amulet of Might trapping, which increases the stength by a further 2 and taking the Gene Seed Anomaly can be used to add another 3 strength, rsulting in a total of 80, giving a strength bonus of 18 &#039;&#039;(146 basic +2 power armor)&#039;&#039; doing 4d10+21 damage, with tearing. 5 dice that are very likely to trigger righteous fury. That when triggered, will do 4d10+21 damage with 7 pen AGAIN. With five more dice. To trigger it again. And thanks to the special rule of the weapon, [[Rape|all righteous fury damage is doubled]] &#039;&#039;(essentially meaning TRIPLE damage)&#039;&#039; If you are an Iron Priest or a Blood Angel, the dice pool ups to 6 dice per hit with the easy to get and obligatory talent &#039;&#039;&#039;Flesh Render&#039;&#039;&#039; &#039;&#039;(it&#039;s still 4d10 damage, you just throw away the two lowest)&#039;&#039;. And then comes the servo arm. Which, as a reaction, grants an extra 2d10+28 hit with pen 10. That can also righteous fury. And also counts as having 75 strength for lifting shit and confers +10 to tech-use tests. Also, if you have the general space marine talent combat formation, you can replace your agility bonus for your intelligence bonus for purposes of initiative. So not only are you moving first, but not even [[Kaldor Draigo]] is going to be able to stop your cheesemarine from turning everything in front of it into fondue. Having the Crushing Blow talent will add two to the damage, meaning that the damage is now 4d10+23, and if a ten is rolled, then you get 4d10+23 damage doubled.  Also forgot to mention that you can dual wield this shit. For two 4d10+23 hits that get to reroll two dice, with ANY result of a ten does 4d10+23 doubled again... [[Rip and Tear|Khorne is very pleased]]. It also only costs 18 requisition, or a little more than a power sword. And has no Renown requirement to speak of. &lt;br /&gt;
&lt;br /&gt;
And, with the ability to get artificer armor early in the game, you can have an armor set with 12 everywhere and two history rolls to boot. You then can buy arm mounts, so while you are killing everything with your inexpensive space drills you can have meltaguns strapped to your arms.&lt;br /&gt;
&lt;br /&gt;
And if you take the Forge-Master advanced specialty, you can &amp;quot;suppress&amp;quot; the Breaching Auger&#039;s unwieldly quality, meaning you can parry with your space drills and you get access to Artificer Bionics, which give an additional +10 bonus to any bionics you might have.&lt;br /&gt;
&lt;br /&gt;
The simple counter to this of course is for the [[GM]] to just stop giving you as much requisition each mission, if all you do is [[Munchkin]] with it he&#039;s obviously being too generous, and since characters only gain a few Signature Wargear talents they have to decide exactly which items to get.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [https://www.humblebundle.com/downloads?key=ABTNW7pS6zuG4nvK] - Should be the entire compilation of every book.&lt;br /&gt;
*[http://goo.gl/arXPsW Character Folio] - Yet another huge character sheet, now Deathwatch flavored.&lt;br /&gt;
*[https://www.youtube.com/watch?v=Q3Yc3HhSl1Q A typical Kill-Marine mission]&lt;br /&gt;
*[https://youtu.be/gXzMD065HEk What sort of enemies you&#039;ll probably wind up fighting]&lt;br /&gt;
*[http://www.fantasyflightgames.com/ffg_content/deathwatch/minisite/support/ultramarines/Deathwatch_Ultramarines_promo.pdf A free PDF] made by FFG that gives free [[NPC]]s based on &#039;&#039;[[Ultramarines: The Movie]]&#039;&#039;, as well as a relic from there.&lt;br /&gt;
*[https://www.youtube.com/channel/UCm9WFeqTgvRvyRoGD8jVFVA? Music of 40k], a YouTube channel with curated grimdark music for your gaming pleasure.&lt;br /&gt;
*[https://images-cdn.fantasyflightgames.com/ffg_content/deathwatch/news/faq/Deathwatch%20Living%20Errata%20v1-1.pdf This fixes the heavy bolter cheese and more]&lt;br /&gt;
{{40k-FFG}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dice&amp;diff=176144</id>
		<title>Dice</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dice&amp;diff=176144"/>
		<updated>2023-05-12T10:27:25Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: /* d34 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:dice.jpg|thumb|I COULD JUST DIVE INTO THEM!]]&lt;br /&gt;
[[Image:Uglydie.jpg|thumb|SO FUCKING UGLY. But he has a fetching [[hat]].]]&lt;br /&gt;
[[Dice]] (singular: &#039;&#039;&#039;die&#039;&#039;&#039;&amp;lt;ref&amp;gt;&amp;quot;A cube of cheese no larger than a die/May bait a trap to catch a nibbling mie.&amp;quot; -- Ambrose Bierce&amp;lt;/ref&amp;gt;) are high-impact polyhedra. In [[role-playing games]] and tabletop [[wargame]]s, they are used as randomizers to inject an element of chance into the game. Non-gamers often only know about the six-sided die (hereafter referred to as the d6) thanks to the ubiquity of games like [[Monopoly]] and [[Yahtzee]]. Which dice are used tends to vary by system. [[Dungeons and Dragons]], for instance, makes use of all types. On the other hand, [[White Wolf]] games and Classic Traveller use only ten- and six-sided dice, respectively. On the other hand, some games don&#039;t use dice at all! These tend to be relatively new games like [[Nobilis]] or [[Amber]], or board games that use instead use the abomination known as a spinner (at first a result of war rationing, later used for non-numerical results).&lt;br /&gt;
&lt;br /&gt;
Bear in mind, if you&#039;re not familiar with how statistics work, one d12 does not have the same probability distribution as two d6s (same goes for any combination of die). A single die of good quality will have the same percentage chance for any side to roll, whereas using multiple die will result in a probability distribution resembling a bell curve (in the two d6&#039;s case, seven will be the most common roll, followed by sixs and eights, then fives and nines, and so on). Keep this in mind when you&#039;re doing homebrew rules. Likewise, it&#039;s important to remember that dice can&#039;t roll 0, so the average is 0.5 higher than half the highest number (3.5 for a d6), not simply half.&lt;br /&gt;
&lt;br /&gt;
If you do not have dice for whatever reason, consider &amp;lt;strike&amp;gt;[[chits]]&amp;lt;/strike&amp;gt; getting some fucking dice. Or, since you clearly have a device with an internet connection if you&#039;re reading this, use one of the countless virtual dice rollers available online.&lt;br /&gt;
&lt;br /&gt;
Dice are considered by most people to be impartial arbiters of [[statistics|random chance]]. [[Fa/tg/uy]]s (and craps players) know better. Dice are controlled or at least influenced by the unseen force of Dice Mojo. It is believed that Dice Mojo can be influenced by players through manifold rituals, including:&lt;br /&gt;
&lt;br /&gt;
*Placing a die with the desired number upward, that it &#039;gets used to&#039; that position and tends to return to it.&lt;br /&gt;
*Placing a die with the desired number downward, that the die is tricked into thinking it has already made a bad roll and will produce a good outcome on the subsequent roll.&lt;br /&gt;
*Rolling a die until a string of good rolls are achieved, tapping into a streak of &#039;good mojo&#039; or &#039;rolling out&#039; bad outcomes.&lt;br /&gt;
*Various chants, prayers, threats, and curses made toward the die in order to entice or coerce it into [[Natural 20|producing favorable rolls.]]&lt;br /&gt;
*Being careful not to drop dice or just roll them to pass the time till next turn, as when rolling a twenty, the critical ratio may be &amp;quot;used up&amp;quot; for the day.&lt;br /&gt;
*Building dice towers as tribute to Dice Gods that they may bless one&#039;s dice with good Mojo. &lt;br /&gt;
&lt;br /&gt;
The one true method (at least for those without specialized tools) for finding if a die is cursed or lucky dice however is putting it in a cup of very salty water and seeing which side floats to the top. Clear dice are less vulnerable to these imperfections since their see through nature means manufactures can&#039;t get away with substantial air pockets.&lt;br /&gt;
&lt;br /&gt;
=Dice on /tg/=&lt;br /&gt;
Once upon a time some admin thought that it would be a good idea to give /tg/ a dice rolling mechanism. In practice it&#039;s mostly ignored, or it serves similar purpose as &amp;quot;first person to get doubles&amp;quot; threads, although some enterprising fa/tg/uys have found good uses for them, and it used to be that good fun could be had at the expense of newfags that didn&#039;t know how to work the die-roller properly.  Because your results don&#039;t become visible until you post your comment (and yet for some reason, appear on top of it rather than at its bottom), threads utilizing the feature can be a bit bloated. If you give /tg/ a random table to roll on, then each person responding will have to post once to roll, and once again to remark on their results. That said, it works well for things like the [[Template:40k-Faction-Creation-Tables|40k faction generation tables]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TG dice&#039;&#039;&#039; is what fa/tg/uys call the strange phenomenon whereby /tg/&#039;s random number generator tends to be anything but. The reason for this is that /tg/&#039;s dice aren&#039;t truly random. Like most RNGs it&#039;s actually a pseudo-random generator tied to 4chan&#039;s server clock. The effect usually isn&#039;t that dramatic, but fatguys love to blame it for their shit rolls anyhow.&lt;br /&gt;
&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
=Types of Dice=&lt;br /&gt;
==d0==&lt;br /&gt;
Nobody knows what a 0-sided dice looks like, and they are useless anyway because they always land on a 42 for some reason.&lt;br /&gt;
&lt;br /&gt;
==d1==&lt;br /&gt;
[[Image:Mobius dice.jpg|thumb|100px]]&lt;br /&gt;
Rolling this visually elusive die involves armed, digited humanoids gesturing with one arm while extending only a single centralmost digit of its hand and informing the party what&#039;s gonna happen.  The few one sided dice that exist are either just a ball with the number 1 written on them, or a mobius ring.&lt;br /&gt;
&lt;br /&gt;
It is the damage die for unarmed strikes in 5e, assuming you don&#039;t have a feat or class that upgrades them.&lt;br /&gt;
&lt;br /&gt;
==d2==&lt;br /&gt;
[[Image:D2.gif|thumb|200px|left|A d2. Careful not to spend it all in one place.]]&lt;br /&gt;
[[Image:Actual d2.jpg|thumb|200px|A more literal version that definitevely costs more than the penny you could be using instead, it can double as a less hazardous d4 however]]&lt;br /&gt;
&lt;br /&gt;
A d2 isn&#039;t a die - it&#039;s a coin.&lt;br /&gt;
&lt;br /&gt;
You flip the fucking thing. Heads count as 1, Tails count as 2.&lt;br /&gt;
&lt;br /&gt;
You can, alternately, roll any other die - counting odds as 1 and evens as 2.&lt;br /&gt;
&lt;br /&gt;
===In Various Works===&lt;br /&gt;
d2s are used with disturbing frequency in both CCGs and RPGs. They are used in most two player card games, with the notable exception of [[Yu-Gi-Oh]] using rock paper scissors as the preferred method, to determine who gets the first turn. Since this requires players have a coin to play &#039;&#039;anyways&#039;&#039;, most TCGs have some oddball cards that use coin flips for random effects. They rarely show up in serious matches because the vast majority of these would be crap even if you &#039;&#039;could&#039;&#039; ensure the outcome. The [[Pokemon]] TCG bucked the trend of this being unusual and (especially early on) has such effects be common.&lt;br /&gt;
&lt;br /&gt;
The RPG &#039;&#039;Bean!&#039;&#039; is a d2-based game, and it&#039;s actually pretty good.&lt;br /&gt;
&lt;br /&gt;
Loaded d2s, known as double sided coins, are extremely popular in fiction. This is probably because they&#039;re the easiest die to recognize as/prove is loaded, and the most consistent.&lt;br /&gt;
&lt;br /&gt;
===Also Currency===&lt;br /&gt;
The d2 are the only dice you can put in a vending machine and spend for candy. With string and a sufficient dexterity score, you don&#039;t even have to &amp;quot;spend&amp;quot; the d2 at all (This only works on 50 year old or so vending machines).&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d3==&lt;br /&gt;
Not much to say about it.&lt;br /&gt;
[[Image:D3.jpg|thumb|right|The D3...]]&lt;br /&gt;
[[Warhammer 40k]] uses D3&#039;s &amp;lt;s&amp;gt;every once in awhile&amp;lt;/s&amp;gt; [[Warhammer_40,000/Tactics(8E)| all the time]] - [[Manticore Rocket Launcher|Manticores]], &amp;amp; other cases such as +D3 attacks, 2 + D3 objectives, etc. Most of the time, they don&#039;t actually use a D3 - they just roll a [[d6]], at which points three schools of thought engage in a holy war:&lt;br /&gt;
* A few subtract 3 from any result that&#039;s 4 or higher. So, for example, a 5 becomes a 2.&lt;br /&gt;
* The others divide the result by two, rounding up. So, for example, a 5 becomes a 3.&lt;br /&gt;
*&amp;lt;strike&amp;gt;Lazy people just assign the value of 1 to the first 2 numbers, and so on. For example, a 4 would be a 2.&amp;lt;/strike&amp;gt; This method and the method above will yield the same results. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;rolls d6, getting a 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;divides by 2, rounding up to get 2&lt;br /&gt;
&lt;br /&gt;
&amp;gt;assigns 1-2 to 1, 3-4 to 2, 5-6 to 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;2 == 2&lt;br /&gt;
&lt;br /&gt;
&amp;gt;CP rerolls, this time getting a 5&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5/2 rounding up = 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;assigning values yields 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;3 == 3&lt;br /&gt;
&lt;br /&gt;
The 40k rulebook explicitly proselytizes the second option, which means the former is [[heresy]]. Other games don&#039;t really care as much.&lt;br /&gt;
&lt;br /&gt;
Actual d3s come in two major flavours: The weird triangular nublette things seen to the right, which are largely used by people who think having weird dice makes you interesting, and d6es which had 1, 2 and 3 written on them twice, used by people who like to build things out of dice. &lt;br /&gt;
&lt;br /&gt;
Since you can readily simulate a d3 result easily enough without obtaining extra dice why in the hell would you bother?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Because I have OCD, that’s why!&amp;lt;/s&amp;gt; Because collecting is fun, and [[Dungeons &amp;amp; Dragons|DnD]] already has enough math.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d4==&lt;br /&gt;
[[image:D4.jpg|thumb|right|This fucker will hurt more than any lego.]]&lt;br /&gt;
A tetrahedral [[dice|die]] that has the second-sharpest points of any die (only the [[d8]] is sharper), and, appropriately enough, has four sides. Used by Wizards, small weapons, and low-caliber firearms in d20 modern. At least it gets more love than the [[d12]], which probably falls asleep every night in a pool of tears and melted butter.&lt;br /&gt;
&lt;br /&gt;
There are two ways to print the numbers on a D4. On one, the numbers are arranged on the corners of each face, and so the number at the top (it will always be three of the same number) is what you actually rolled. On the other kind, the numbers are arranged in the middle of each side of the face, and so the number on the bottom (again, it will always be three of the same number) tells you what you rolled.  Oldfags will insist the &amp;quot;numbers on the bottom&amp;quot; d4 is the one true way, despite the fact that they need the full power of their coke-bottle glasses to see the numbers.  [[Skub|Don&#039;t argue]] with &#039;em, just keep using the d4s that you and everyone at the table can read.&lt;br /&gt;
&lt;br /&gt;
===Fucking Caltrops===&lt;br /&gt;
Whilst the d4 isn&#039;t as sharp as a d8, it has one major bit of natural defense - no matter what way it lands, it will have a point face-up. Because it&#039;s the smallest die, care needs to be used - if one escapes its dice-box and into the wild, it will wait, with its [[Bear Lore|natural weapon]] ready, for the exact moment someone walks into its vicinity barefoot to strike, whereupon it will inflict some surprisingly-vicious puncture wounds.&lt;br /&gt;
&lt;br /&gt;
Somewhat related, in D&amp;amp;D Caltrops inflict 1d4 damage. [[Just as planned|Coincidence]]?&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d6==&lt;br /&gt;
&#039;&#039;Not the same thing as the [[D6 System]] by [[West End Games]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube_template.gif|thumb|do-it-yourself kit]]&lt;br /&gt;
If you don&#039;t know what a d6 is, holy shit are you in the wrong place.&lt;br /&gt;
Go back to playing [[Monopoly]] in your blissful ignorance that it uses two of them.&lt;br /&gt;
&lt;br /&gt;
A d6 with indented pips and rounded corners has a significantly higher chance of rolling a one than anything else. Do not trust them. Unless you&#039;re rolling Morale tests, in which case start praying for a one...now.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: Do you own a regular #2 pencil? If so, congratulations, [[Barrel dice|you have a d6]].&lt;br /&gt;
&lt;br /&gt;
See [[Cubes]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Delta-6===&lt;br /&gt;
A die-rolling method for numbers from 0-5 with a particular curve.&lt;br /&gt;
&lt;br /&gt;
Roll two d6, and subtract the smaller from the larger.&lt;br /&gt;
&lt;br /&gt;
The curve looks like this:&lt;br /&gt;
{|style=&amp;quot;border:1px solid black;&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
! roll !! odds % !! &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1/6 16.7% || &amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5/18 27.8% || &amp;lt;tt&amp;gt;##########&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2/9 22.2% || &amp;lt;tt&amp;gt;########&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1/6 16.7% || &amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1/9 11.1% || &amp;lt;tt&amp;gt;####&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1/18 5.5% || &amp;lt;tt&amp;gt;##&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d7==&lt;br /&gt;
[[Image:D7 1.jpg|thumb|left|The bizarre d7. This wasn&#039;t even on this page until 2020.]]&lt;br /&gt;
[[File:D7 2.jpg|thumb|right|This thing costs £4.95 ($6.38)]]&lt;br /&gt;
It exists. Use for whatever reason you could possibly need a d7 for.&lt;br /&gt;
&lt;br /&gt;
In seriousness, there are very limited uses for this die. Maybe you could use it to randomly select a day or some shit. They&#039;re also advertised for use in seven-player backgammon games.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d8==&lt;br /&gt;
The eight-sided die is an octohedron: one of the symmetrical polyhedra known as the &amp;quot;Platonic solids.&amp;quot;&lt;br /&gt;
[[Image:Buncha_d8s.jpg|thumb|right|A wild herd of d8s]]&lt;br /&gt;
&lt;br /&gt;
Despite being a &amp;quot;Platonic&amp;quot; solid, it looks like two pyramids caught in the beautiful act of reproduction. Long live the dice race.&lt;br /&gt;
&lt;br /&gt;
A d8 was always used for hit points for [[Dungeons &amp;amp; Dragons]] monsters, and in Advanced D&amp;amp;D it was used for those classes that have more hit points but weren&#039;t supposed to be as butch as Fighters or Paladins.&lt;br /&gt;
&lt;br /&gt;
Eight-sided dice also have the most variations with weird not-numbers stuff on them, like compass directions, random weather, letters.  They&#039;re also used as below-bargain-basement minifigs because one point is always off the table, like a big nose, or turret.&lt;br /&gt;
&lt;br /&gt;
When you played Dragon Dice, the d8s were the terrain, which could change under your feet without moving your army, somehow.&lt;br /&gt;
&lt;br /&gt;
James Ernest came up with a game &amp;quot;Dogfight&amp;quot; that uses d8s for their numbers, for being pointy and for turning in circles when you try to roll them like wheels... then he remembered that people put weird shit on d8s and he came up with a new game called &amp;quot;DiceLand,&amp;quot; which is a beautiful game.&lt;br /&gt;
&lt;br /&gt;
[[Fantasy Flight Games]] fucking *loves* themselves some d8s. Their games make you wonder if all their parents were killed in a horrible cube-shaped accident.&lt;br /&gt;
&lt;br /&gt;
Also the [[Neon Genesis Evangelion|Fifth Angel]] is a huge floating d8.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d10==&lt;br /&gt;
[[Image:Ten-sided die.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s a [[die]]. With ten sides. Pretty simple concept.&lt;br /&gt;
&lt;br /&gt;
It&#039;s in the shape of a pentagonal trapezohedron. You can stand it on its point and spin it like a top.  You should not do this, however, as it is the universal sign of boredom and is considered faux pas in most gaming circles.&lt;br /&gt;
&lt;br /&gt;
The tenth side usually bears only a zero, but you should still read it as &amp;quot;ten&amp;quot; because you want your result to be 1-10, not 0-9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rolling d100 Using Two d10s===&lt;br /&gt;
[[Image:D10_bronze_thorns.jpg|thumb|Your d10 dice are not this good-looking. But they are probably easier to read from across the table and less like the dreaded caltrops.]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Heresy|Some Systems]] require you to roll d100s frequently. There&#039;s a better way of doing it than rolling a golf ball with 100 sides. &lt;br /&gt;
&lt;br /&gt;
Get out two d10s. Use one die to denote the singles digit and another die to denote the tens digit. Some d10s have two digits per side (see above) to make differentiating your digits easier, but you can roll d100 with any two d10, provided you specify beforehand which die is the tens and which the ones.&lt;br /&gt;
&lt;br /&gt;
Much as with the d3, the next step is where three sides now engage in renewed holy war:&lt;br /&gt;
*Either you treat both dice as 0-9. Did you roll a &#039;&#039;&#039;20&#039;&#039;&#039; and a &#039;&#039;&#039;4&#039;&#039;&#039;? That&#039;s a &#039;&#039;&#039;24&#039;&#039;&#039;. A &#039;&#039;&#039;90&#039;&#039;&#039; and a &#039;&#039;&#039;1&#039;&#039;&#039;? &#039;&#039;&#039;91&#039;&#039;&#039;. A &#039;&#039;&#039;00&#039;&#039;&#039; and a &#039;&#039;&#039;5&#039;&#039;&#039;? Just a &#039;&#039;&#039;5&#039;&#039;&#039;. The drawback is the possibly ambiguous result of two zeroes: a &#039;&#039;&#039;00&#039;&#039;&#039; and a &#039;&#039;&#039;0&#039;&#039;&#039;. Obviously you rolled a &#039;&#039;&#039;100&#039;&#039;&#039;. Why? Because the alternative is a &#039;&#039;&#039;0&#039;&#039;&#039; which you can never roll with any other die. That, and the system assumes a roll from &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;100&#039;&#039;&#039;, not &#039;&#039;&#039;0&#039;&#039;&#039; to &#039;&#039;&#039;99&#039;&#039;&#039;.&lt;br /&gt;
*Alternatively, you treat both dice as 1-10. The drawback is that if you roll a &#039;&#039;&#039;50&#039;&#039;&#039; and a &#039;&#039;&#039;10&#039;&#039;&#039;, you need to do some basic addition because you&#039;ve just rolled a 60. And if you rolled a 100 and a 5 then you&#039;ve obviously gotten a 5, not a 105.&lt;br /&gt;
*Finally, you can have the tens die be a 0-9 and the ones die be a 1-10. This removes all drawbacks sans the addition one, but is more complex.&lt;br /&gt;
&lt;br /&gt;
Mathematically, each digit is determined in an independent manner. There are exactly 10*10=100 two-digit combinations, all equally likely. You now have a uniform distribution of 100 different results, as desired.&lt;br /&gt;
&lt;br /&gt;
This means that as with most forms of religious conflict, neither side is truly superior, as long as you&#039;re consistent then you&#039;ve replicated a d100 without needing to buy a golf ball with numbers on it. Anyone who legitimately thinks the other way to roll is somehow &amp;quot;wrong&amp;quot; is likely [[Grognard|the hairiest of neckbeards]] or [[That Guy|has a stick shoved so far up their ass that their nose is blocked]].&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d12==&lt;br /&gt;
[[Image:D12_Cries.jpg|thumb|right]]&lt;br /&gt;
The [[d12]] is the loneliest die. It is used for barbarian hit dice and greataxe damage in [[Dungeons &amp;amp; Dragons]].  The fact that [[Orcs]] (and [[Half-Orcs]]) are both the most common barbarians and the most common wielders of greataxes, it is suspected that Gruumsh is the head of a conspiracy aiming to eliminate the [[d10]] in favor of the [[d12]], in order to &amp;quot;purify&amp;quot; dice sets so that they consist only of true platonic solids.&lt;br /&gt;
&lt;br /&gt;
Observant smar/tg/uys will notice that d12 are the hitdice used for undead and dragons instead of the usual [[d8]]s.&lt;br /&gt;
&lt;br /&gt;
[[d12]] is the highest stats can ordinarily go in [[Savage Worlds]] or [[Ironclaw]]. [[BBEG]]s and [[DMPC]] [[Mary Sues]] can have [[d20]], but it&#039;s hella rare.&lt;br /&gt;
&lt;br /&gt;
[[d12]] shows up in [[Cthulhu]]-themed games, like Pokethulhu or [[Cthulhu Dice]], probably because [[d12]] is just as beautiful and graceful as the mighty Cthulhu.&lt;br /&gt;
&lt;br /&gt;
One of the few places where the [[d12]] is not lonely, and is in fact used a great deal, is the [[Dragonmech]] campaign setting. Its chief use there is for damage rolls with mech weaponry.&lt;br /&gt;
&lt;br /&gt;
[[Alternity]] was very friendly to the [[d12]], choosing to throw the [[d10]] under the bus instead because it wasn&#039;t far enough away from the [[d8]] to work as a difficulty step.&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Second Edition|Pathfinder 2e]] makes good use of these. Since 2d6 weapons don&#039;t exist in this system, more weapons use the d12.&lt;br /&gt;
&lt;br /&gt;
If you’re on a budget, the [[d12]] is your best friend, capable of functioning as a [[d3]], [[d4]], [[d6]], and even a [[d10]] or [[d8]] in a pinch. Not that useful, but it can still come in handy.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d16==&lt;br /&gt;
[[File:d16.jpg|thumb]]&lt;br /&gt;
Used basically just in [[Blood Bowl]] to randomly select a player on a team (which has a max of 16 players). Originally introduced by the [http://www.thenaf.net/the-naf/history/ NAF] in 2013 (when G-Dubs refused to license their block dice anymore), [[GW]] wised up in their 2016 edition of the game and added it to their product line, replacing the old method of drawing a [[chits|chit]] from a cup.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d20==&lt;br /&gt;
[[Image:Green_d20.jpg|thumb|&#039;&#039;&#039;BOW DOWN BEFORE YOUR GOD&#039;&#039;&#039;]]&lt;br /&gt;
Your best friend and worst enemy.&lt;br /&gt;
&lt;br /&gt;
Before [[TSR]]/[[Wizards of the Coast]] tried to trademark &amp;quot;d20&amp;quot;, every gamer knew what the fuck an icosahedron is, and why &amp;quot;natural 20&amp;quot; is a gift from God.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Truth About 20-Sided Dice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a limited number of “twenties” in any given d20. That is, no matter how many times you roll a d20, you cannot roll another twenty once the supply has run out. These twenties can only be replenished by rolling a corresponding one with the same die. Thus every gamer is duty-bound to protect their supply of good rolls. If a friend rolls a twenty using your die, not only have they stolen your good roll, but they have doomed you to the extra one required to replenish the twenty.&lt;br /&gt;
&lt;br /&gt;
Some players get excited when they roll several twenties in a row, concluding the dice are “hot”. Don’t make this blunder! This is like driving your car for 400 miles without gassing up, and then concluding that your car is a perpetual motion machine. After a few good rolls, pass the die off to an unwitting companion and let them charge it up for you.&lt;br /&gt;
&lt;br /&gt;
Statisticians have known about this behavior for years. They call it “the probability seesaw”. Unlike the bell-shaped curve, in the seesaw system the odds of rolling high or low is directly proportional to what has been rolled in the past. They usually pretend this isn’t true. If a statistician hands you a die insisting that “any given roll has the same odds of rolling a one or a twenty”, it means he’s handing you a depleted die in the hopes of taking advantage of you. Don’t fall for it!&lt;br /&gt;
&lt;br /&gt;
Now the secret is yours. Please put this knowledge to good use*.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*By “good use” I mean, “take advantage of other players”.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=center| The &#039;&#039;&#039;[[d20 System]]&#039;&#039;&#039; for role playing came later.&amp;lt;br/&amp;gt;&lt;br /&gt;
Like eighteen centuries later.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t believe me?  Check this out:&lt;br /&gt;
|[[Image:2nd_century_Roman_d20.jpg|center|thumb|200px|2nd century Rome, bitches]]&lt;br /&gt;
|}&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d30==&lt;br /&gt;
[[Image:D30_olympic.jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
Only ever used for those critical-hit tables when you rolled a natural [[D20|20]].&lt;br /&gt;
Or if your DM was rolling damage and felt like being a dick.&lt;br /&gt;
&lt;br /&gt;
But man, would it leave a bruise when your little sister threw it at your head.&lt;br /&gt;
 {{clear}} &lt;br /&gt;
&lt;br /&gt;
==d34==&lt;br /&gt;
[[Image:D34.jpg|thumb|right|[[Extra Heresy|WHY?!]]]]&lt;br /&gt;
&lt;br /&gt;
Yes, they exist. Apparently if you roll 3 of them and subtract 2 from the total, you get a normal distribution from 1-100, assuming that&#039;s your idea of a good time. Still it&#039;s probably easier than reading an actual d100...&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d50==&lt;br /&gt;
[[Image:D50_Alan_Davies.jpg|thumb]]&lt;br /&gt;
[[Rage|Fifty goddamn sides!!!!]]&lt;br /&gt;
&lt;br /&gt;
For when you want to do 2-100 points of damage with a vaguely normal distribution. &lt;br /&gt;
&lt;br /&gt;
... yeah, I don&#039;t know either&lt;br /&gt;
&lt;br /&gt;
It also doubles as a golf ball.&lt;br /&gt;
 {{clear}} &lt;br /&gt;
&lt;br /&gt;
==d100==&lt;br /&gt;
[[File:Zocchihedron2.jpg|300px|thumb|right|Golfball.jpg]]&lt;br /&gt;
Take that, d50&#039;s!&lt;br /&gt;
&lt;br /&gt;
They&#039;re useful when you really want to take 5 minutes to find out if you hit something in [[Dark Heresy]]. In other words, better just use a pair of [[D10]]&#039;s like a normal human being.&lt;br /&gt;
&lt;br /&gt;
Apparently it took about 6 years to make this die. I guess this means that it takes 6 years to put the numbers 1-100 on a fucking golf ball.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
It may seem awesome when you see it, but as soon as you get one (and whoever&#039;s selling it to you is also aware of how unspeakably lame it is, and will probably even tell you) you will find that it has two major flaws: it takes about a minute to stop fucking rolling around and if you aren&#039;t blessed with a perfectly level playing surface you will never find out exactly what you&#039;ve rolled (and when there are six other numbers right next to the 100 and 1, that&#039;s a pretty big problem).  Oh, and to top it off, it isn&#039;t even very balanced, so it&#039;s effectively a loaded die.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you hate your friends, show up to your next meeting and sweep all the d10s off the table, then drop your d100 right in the middle with a theatrical gesture and watch as everyone is mesmerized by its incessant rolling (see: takes about a minute to stop fucking rolling around). Take this opportunity to pocket the d10s, run away and never come back.&lt;br /&gt;
&lt;br /&gt;
[[FATAL]] seemed to expect you to use this (but then again FATAL expects you to play FATAL so you can&#039;t expect much).&lt;br /&gt;
&lt;br /&gt;
Seriously, though, let the cat play with it so they&#039;ll keep away from the other dice.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d120==&lt;br /&gt;
This is the most number of sides that a die can have while being &#039;mathematically fair die&#039; (that doesn&#039;t have the dual problems of rolling forever and being prohibitively hard to read). The d120 stops rolling after a reasonable time (with the condition that this only applies if you don&#039;t roll with &#039;too much force&#039;). It is also a bit tricky to read (but still perfectly possible). The company that sells the die points out that it can act as any of the standard 7 dice (d4, d6, d8, d10, d10 of 10s, d12, and d20). And thanks to the chart they released for free, you don&#039;t even have to do the math yourself [http://thedicelab.com/d120tables.html]. Of course for the d100 roll you&#039;ll have to roll the d120 twice, roll 2 d120, or use a die other than the d120 (although you could still use the d120, e.g. a d10 and a d120). [http://nerdist.com/this-d120-is-the-largest-mathematically-fair-die-possible/]&lt;br /&gt;
&lt;br /&gt;
==Barrel Dice==&lt;br /&gt;
[[Image:Barrel Dice.gif|right|thumb|Do a Barrel Roll!]]&lt;br /&gt;
Those weird-ass dice you find on that one dusty shelf behind the counter of your game store.  Rather than platonic shapes with numbers on each side, it&#039;s a prism shape rounded at the ends, with numbers on the long sides.  While not particularly popular, they&#039;re an excellent option for [[d4]]s, since they don&#039;t feel like the torture of a thousand hells to step on.  Supposedly, they roll more evenly without as much bias and are harder to &amp;quot;throw&amp;quot;, but the larger ones have the same problem as [[d50]]s.  Hell, a barrel d50 would never ever stop rolling.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re super poor and can only afford the pencils and paper for your pencil-and-paper RPGs, your can use your pencils as barrel [[d6]]s.&lt;br /&gt;
&lt;br /&gt;
==Crayola Dice==&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
[[Image:Crayolad20.JPG|left]]&lt;br /&gt;
[[Image:Crayoladice.JPG|thumb|This set actually had a d10. That was pretty weird at the time.]]&lt;br /&gt;
Are you old enough to remember when dice didn&#039;t have inked or painted numbers? With the old D&amp;amp;D games, you got soft plastic powder blue dice and a soft white and red crayon. In order to see the numbers you had to fill in the etched spots with the wax. &lt;br /&gt;
&lt;br /&gt;
There were no d10&#039;s either. The d20 was labeled 0-9 twice (fit 2 digits on a die face? IMPOSSIBLE!) so you colored one half of the numbers white and the other half red. It acted as your D10, and if you needed a d20, you declared one color to be +10 before you rolled.&lt;br /&gt;
&lt;br /&gt;
These dice were made out of pretty soft plastic, and after 25 years, most of mine don&#039;t even stop rolling anymore. No more corners.&lt;br /&gt;
&lt;br /&gt;
This has been a bout of nostalgia.&lt;br /&gt;
&lt;br /&gt;
==Narrative Dice==&lt;br /&gt;
Made popular by Fantasy Flight Games, these dice look like typical dice at first glance but then one notices a severe lack of numbers and instead each die having blank sides, sides with one symbol or another, or sides with two symbols. They also tend to be more expensive than your typical bog standard set due to this.&lt;br /&gt;
&lt;br /&gt;
Where they shine, though, is that they can give you not only success or failure like typical numbered dice, but other symbols grant advantage or threat. The whole thing with these is to pick up enough &amp;quot;good&amp;quot; dice and the amount of &amp;quot;bad&amp;quot; dice your GM allots you, roll them all, the cancel out the opposing symbols on both axes described above which can net you much more variety in possible outcomes. Things like &amp;quot;I failed to hit but now my allies have advantage,&amp;quot; or &amp;quot;I hit but got a lot of threat so now the enemies can do some crazy shit&amp;quot; are possible.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
premiumdice.jpg|Premium Dice!&lt;br /&gt;
premiumdice2.png|Premium Dice cont.&lt;br /&gt;
Big_Gay_Purple_d4.png‎|A d4 in the wild, natural weapon readied. As you can see by the notch on the left edge, this one has already claimed a victim.&lt;br /&gt;
Caltrop.jpg|Now that&#039;s just sick and wrong.&lt;br /&gt;
I hope you step on a d4.png&lt;br /&gt;
Go_outside_die.jpg|Try and MAKE me go outside. Fuck off, d12.&lt;br /&gt;
anna_louge_dice.jpg|Even camwhores know that the d20 is sexy, and each face has an exactly 5% chance of appearing.&lt;br /&gt;
DToM.jpg|It is said if not for the trusty D4 the Union would never have one its independance from Britain and the reason no one can beat Russia. As Russia&#039;s savage wilds are famous for its saber toothed white furred D4&#039;s to defend the motherland.&lt;br /&gt;
DiceShamingPoster.png&lt;br /&gt;
Gate Keeping Dice.png|There are people who hate dice, those people are wrong.&lt;br /&gt;
PennyArcade_papvp2_8.jpg|We&#039;re Number One&lt;br /&gt;
Tgdice.png&lt;br /&gt;
Gameof1s.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Chits]] - The nega-dice of yesteryear.&lt;br /&gt;
*[[Dice pool]]&lt;br /&gt;
*[[Exploding die]]&lt;br /&gt;
*[[Fudge dice]]&lt;br /&gt;
*[[D6 System]]&lt;br /&gt;
*[[D20 system]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.dicecollector.com/JM/ Dice Collector gallery of all the dice; all of them]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=tSQIir5xxWc Lou Zocchi trying to get you to buy his dice.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]][[Category:Dice]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dice&amp;diff=176143</id>
		<title>Dice</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dice&amp;diff=176143"/>
		<updated>2023-05-12T10:23:35Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: /* Rolling d100 Using Two d10s */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:dice.jpg|thumb|I COULD JUST DIVE INTO THEM!]]&lt;br /&gt;
[[Image:Uglydie.jpg|thumb|SO FUCKING UGLY. But he has a fetching [[hat]].]]&lt;br /&gt;
[[Dice]] (singular: &#039;&#039;&#039;die&#039;&#039;&#039;&amp;lt;ref&amp;gt;&amp;quot;A cube of cheese no larger than a die/May bait a trap to catch a nibbling mie.&amp;quot; -- Ambrose Bierce&amp;lt;/ref&amp;gt;) are high-impact polyhedra. In [[role-playing games]] and tabletop [[wargame]]s, they are used as randomizers to inject an element of chance into the game. Non-gamers often only know about the six-sided die (hereafter referred to as the d6) thanks to the ubiquity of games like [[Monopoly]] and [[Yahtzee]]. Which dice are used tends to vary by system. [[Dungeons and Dragons]], for instance, makes use of all types. On the other hand, [[White Wolf]] games and Classic Traveller use only ten- and six-sided dice, respectively. On the other hand, some games don&#039;t use dice at all! These tend to be relatively new games like [[Nobilis]] or [[Amber]], or board games that use instead use the abomination known as a spinner (at first a result of war rationing, later used for non-numerical results).&lt;br /&gt;
&lt;br /&gt;
Bear in mind, if you&#039;re not familiar with how statistics work, one d12 does not have the same probability distribution as two d6s (same goes for any combination of die). A single die of good quality will have the same percentage chance for any side to roll, whereas using multiple die will result in a probability distribution resembling a bell curve (in the two d6&#039;s case, seven will be the most common roll, followed by sixs and eights, then fives and nines, and so on). Keep this in mind when you&#039;re doing homebrew rules. Likewise, it&#039;s important to remember that dice can&#039;t roll 0, so the average is 0.5 higher than half the highest number (3.5 for a d6), not simply half.&lt;br /&gt;
&lt;br /&gt;
If you do not have dice for whatever reason, consider &amp;lt;strike&amp;gt;[[chits]]&amp;lt;/strike&amp;gt; getting some fucking dice. Or, since you clearly have a device with an internet connection if you&#039;re reading this, use one of the countless virtual dice rollers available online.&lt;br /&gt;
&lt;br /&gt;
Dice are considered by most people to be impartial arbiters of [[statistics|random chance]]. [[Fa/tg/uy]]s (and craps players) know better. Dice are controlled or at least influenced by the unseen force of Dice Mojo. It is believed that Dice Mojo can be influenced by players through manifold rituals, including:&lt;br /&gt;
&lt;br /&gt;
*Placing a die with the desired number upward, that it &#039;gets used to&#039; that position and tends to return to it.&lt;br /&gt;
*Placing a die with the desired number downward, that the die is tricked into thinking it has already made a bad roll and will produce a good outcome on the subsequent roll.&lt;br /&gt;
*Rolling a die until a string of good rolls are achieved, tapping into a streak of &#039;good mojo&#039; or &#039;rolling out&#039; bad outcomes.&lt;br /&gt;
*Various chants, prayers, threats, and curses made toward the die in order to entice or coerce it into [[Natural 20|producing favorable rolls.]]&lt;br /&gt;
*Being careful not to drop dice or just roll them to pass the time till next turn, as when rolling a twenty, the critical ratio may be &amp;quot;used up&amp;quot; for the day.&lt;br /&gt;
*Building dice towers as tribute to Dice Gods that they may bless one&#039;s dice with good Mojo. &lt;br /&gt;
&lt;br /&gt;
The one true method (at least for those without specialized tools) for finding if a die is cursed or lucky dice however is putting it in a cup of very salty water and seeing which side floats to the top. Clear dice are less vulnerable to these imperfections since their see through nature means manufactures can&#039;t get away with substantial air pockets.&lt;br /&gt;
&lt;br /&gt;
=Dice on /tg/=&lt;br /&gt;
Once upon a time some admin thought that it would be a good idea to give /tg/ a dice rolling mechanism. In practice it&#039;s mostly ignored, or it serves similar purpose as &amp;quot;first person to get doubles&amp;quot; threads, although some enterprising fa/tg/uys have found good uses for them, and it used to be that good fun could be had at the expense of newfags that didn&#039;t know how to work the die-roller properly.  Because your results don&#039;t become visible until you post your comment (and yet for some reason, appear on top of it rather than at its bottom), threads utilizing the feature can be a bit bloated. If you give /tg/ a random table to roll on, then each person responding will have to post once to roll, and once again to remark on their results. That said, it works well for things like the [[Template:40k-Faction-Creation-Tables|40k faction generation tables]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TG dice&#039;&#039;&#039; is what fa/tg/uys call the strange phenomenon whereby /tg/&#039;s random number generator tends to be anything but. The reason for this is that /tg/&#039;s dice aren&#039;t truly random. Like most RNGs it&#039;s actually a pseudo-random generator tied to 4chan&#039;s server clock. The effect usually isn&#039;t that dramatic, but fatguys love to blame it for their shit rolls anyhow.&lt;br /&gt;
&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
=Types of Dice=&lt;br /&gt;
==d0==&lt;br /&gt;
Nobody knows what a 0-sided dice looks like, and they are useless anyway because they always land on a 42 for some reason.&lt;br /&gt;
&lt;br /&gt;
==d1==&lt;br /&gt;
[[Image:Mobius dice.jpg|thumb|100px]]&lt;br /&gt;
Rolling this visually elusive die involves armed, digited humanoids gesturing with one arm while extending only a single centralmost digit of its hand and informing the party what&#039;s gonna happen.  The few one sided dice that exist are either just a ball with the number 1 written on them, or a mobius ring.&lt;br /&gt;
&lt;br /&gt;
It is the damage die for unarmed strikes in 5e, assuming you don&#039;t have a feat or class that upgrades them.&lt;br /&gt;
&lt;br /&gt;
==d2==&lt;br /&gt;
[[Image:D2.gif|thumb|200px|left|A d2. Careful not to spend it all in one place.]]&lt;br /&gt;
[[Image:Actual d2.jpg|thumb|200px|A more literal version that definitevely costs more than the penny you could be using instead, it can double as a less hazardous d4 however]]&lt;br /&gt;
&lt;br /&gt;
A d2 isn&#039;t a die - it&#039;s a coin.&lt;br /&gt;
&lt;br /&gt;
You flip the fucking thing. Heads count as 1, Tails count as 2.&lt;br /&gt;
&lt;br /&gt;
You can, alternately, roll any other die - counting odds as 1 and evens as 2.&lt;br /&gt;
&lt;br /&gt;
===In Various Works===&lt;br /&gt;
d2s are used with disturbing frequency in both CCGs and RPGs. They are used in most two player card games, with the notable exception of [[Yu-Gi-Oh]] using rock paper scissors as the preferred method, to determine who gets the first turn. Since this requires players have a coin to play &#039;&#039;anyways&#039;&#039;, most TCGs have some oddball cards that use coin flips for random effects. They rarely show up in serious matches because the vast majority of these would be crap even if you &#039;&#039;could&#039;&#039; ensure the outcome. The [[Pokemon]] TCG bucked the trend of this being unusual and (especially early on) has such effects be common.&lt;br /&gt;
&lt;br /&gt;
The RPG &#039;&#039;Bean!&#039;&#039; is a d2-based game, and it&#039;s actually pretty good.&lt;br /&gt;
&lt;br /&gt;
Loaded d2s, known as double sided coins, are extremely popular in fiction. This is probably because they&#039;re the easiest die to recognize as/prove is loaded, and the most consistent.&lt;br /&gt;
&lt;br /&gt;
===Also Currency===&lt;br /&gt;
The d2 are the only dice you can put in a vending machine and spend for candy. With string and a sufficient dexterity score, you don&#039;t even have to &amp;quot;spend&amp;quot; the d2 at all (This only works on 50 year old or so vending machines).&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d3==&lt;br /&gt;
Not much to say about it.&lt;br /&gt;
[[Image:D3.jpg|thumb|right|The D3...]]&lt;br /&gt;
[[Warhammer 40k]] uses D3&#039;s &amp;lt;s&amp;gt;every once in awhile&amp;lt;/s&amp;gt; [[Warhammer_40,000/Tactics(8E)| all the time]] - [[Manticore Rocket Launcher|Manticores]], &amp;amp; other cases such as +D3 attacks, 2 + D3 objectives, etc. Most of the time, they don&#039;t actually use a D3 - they just roll a [[d6]], at which points three schools of thought engage in a holy war:&lt;br /&gt;
* A few subtract 3 from any result that&#039;s 4 or higher. So, for example, a 5 becomes a 2.&lt;br /&gt;
* The others divide the result by two, rounding up. So, for example, a 5 becomes a 3.&lt;br /&gt;
*&amp;lt;strike&amp;gt;Lazy people just assign the value of 1 to the first 2 numbers, and so on. For example, a 4 would be a 2.&amp;lt;/strike&amp;gt; This method and the method above will yield the same results. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;rolls d6, getting a 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;divides by 2, rounding up to get 2&lt;br /&gt;
&lt;br /&gt;
&amp;gt;assigns 1-2 to 1, 3-4 to 2, 5-6 to 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;2 == 2&lt;br /&gt;
&lt;br /&gt;
&amp;gt;CP rerolls, this time getting a 5&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5/2 rounding up = 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;assigning values yields 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;3 == 3&lt;br /&gt;
&lt;br /&gt;
The 40k rulebook explicitly proselytizes the second option, which means the former is [[heresy]]. Other games don&#039;t really care as much.&lt;br /&gt;
&lt;br /&gt;
Actual d3s come in two major flavours: The weird triangular nublette things seen to the right, which are largely used by people who think having weird dice makes you interesting, and d6es which had 1, 2 and 3 written on them twice, used by people who like to build things out of dice. &lt;br /&gt;
&lt;br /&gt;
Since you can readily simulate a d3 result easily enough without obtaining extra dice why in the hell would you bother?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Because I have OCD, that’s why!&amp;lt;/s&amp;gt; Because collecting is fun, and [[Dungeons &amp;amp; Dragons|DnD]] already has enough math.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d4==&lt;br /&gt;
[[image:D4.jpg|thumb|right|This fucker will hurt more than any lego.]]&lt;br /&gt;
A tetrahedral [[dice|die]] that has the second-sharpest points of any die (only the [[d8]] is sharper), and, appropriately enough, has four sides. Used by Wizards, small weapons, and low-caliber firearms in d20 modern. At least it gets more love than the [[d12]], which probably falls asleep every night in a pool of tears and melted butter.&lt;br /&gt;
&lt;br /&gt;
There are two ways to print the numbers on a D4. On one, the numbers are arranged on the corners of each face, and so the number at the top (it will always be three of the same number) is what you actually rolled. On the other kind, the numbers are arranged in the middle of each side of the face, and so the number on the bottom (again, it will always be three of the same number) tells you what you rolled.  Oldfags will insist the &amp;quot;numbers on the bottom&amp;quot; d4 is the one true way, despite the fact that they need the full power of their coke-bottle glasses to see the numbers.  [[Skub|Don&#039;t argue]] with &#039;em, just keep using the d4s that you and everyone at the table can read.&lt;br /&gt;
&lt;br /&gt;
===Fucking Caltrops===&lt;br /&gt;
Whilst the d4 isn&#039;t as sharp as a d8, it has one major bit of natural defense - no matter what way it lands, it will have a point face-up. Because it&#039;s the smallest die, care needs to be used - if one escapes its dice-box and into the wild, it will wait, with its [[Bear Lore|natural weapon]] ready, for the exact moment someone walks into its vicinity barefoot to strike, whereupon it will inflict some surprisingly-vicious puncture wounds.&lt;br /&gt;
&lt;br /&gt;
Somewhat related, in D&amp;amp;D Caltrops inflict 1d4 damage. [[Just as planned|Coincidence]]?&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d6==&lt;br /&gt;
&#039;&#039;Not the same thing as the [[D6 System]] by [[West End Games]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube_template.gif|thumb|do-it-yourself kit]]&lt;br /&gt;
If you don&#039;t know what a d6 is, holy shit are you in the wrong place.&lt;br /&gt;
Go back to playing [[Monopoly]] in your blissful ignorance that it uses two of them.&lt;br /&gt;
&lt;br /&gt;
A d6 with indented pips and rounded corners has a significantly higher chance of rolling a one than anything else. Do not trust them. Unless you&#039;re rolling Morale tests, in which case start praying for a one...now.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: Do you own a regular #2 pencil? If so, congratulations, [[Barrel dice|you have a d6]].&lt;br /&gt;
&lt;br /&gt;
See [[Cubes]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Delta-6===&lt;br /&gt;
A die-rolling method for numbers from 0-5 with a particular curve.&lt;br /&gt;
&lt;br /&gt;
Roll two d6, and subtract the smaller from the larger.&lt;br /&gt;
&lt;br /&gt;
The curve looks like this:&lt;br /&gt;
{|style=&amp;quot;border:1px solid black;&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
! roll !! odds % !! &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1/6 16.7% || &amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5/18 27.8% || &amp;lt;tt&amp;gt;##########&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2/9 22.2% || &amp;lt;tt&amp;gt;########&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1/6 16.7% || &amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1/9 11.1% || &amp;lt;tt&amp;gt;####&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1/18 5.5% || &amp;lt;tt&amp;gt;##&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d7==&lt;br /&gt;
[[Image:D7 1.jpg|thumb|left|The bizarre d7. This wasn&#039;t even on this page until 2020.]]&lt;br /&gt;
[[File:D7 2.jpg|thumb|right|This thing costs £4.95 ($6.38)]]&lt;br /&gt;
It exists. Use for whatever reason you could possibly need a d7 for.&lt;br /&gt;
&lt;br /&gt;
In seriousness, there are very limited uses for this die. Maybe you could use it to randomly select a day or some shit. They&#039;re also advertised for use in seven-player backgammon games.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d8==&lt;br /&gt;
The eight-sided die is an octohedron: one of the symmetrical polyhedra known as the &amp;quot;Platonic solids.&amp;quot;&lt;br /&gt;
[[Image:Buncha_d8s.jpg|thumb|right|A wild herd of d8s]]&lt;br /&gt;
&lt;br /&gt;
Despite being a &amp;quot;Platonic&amp;quot; solid, it looks like two pyramids caught in the beautiful act of reproduction. Long live the dice race.&lt;br /&gt;
&lt;br /&gt;
A d8 was always used for hit points for [[Dungeons &amp;amp; Dragons]] monsters, and in Advanced D&amp;amp;D it was used for those classes that have more hit points but weren&#039;t supposed to be as butch as Fighters or Paladins.&lt;br /&gt;
&lt;br /&gt;
Eight-sided dice also have the most variations with weird not-numbers stuff on them, like compass directions, random weather, letters.  They&#039;re also used as below-bargain-basement minifigs because one point is always off the table, like a big nose, or turret.&lt;br /&gt;
&lt;br /&gt;
When you played Dragon Dice, the d8s were the terrain, which could change under your feet without moving your army, somehow.&lt;br /&gt;
&lt;br /&gt;
James Ernest came up with a game &amp;quot;Dogfight&amp;quot; that uses d8s for their numbers, for being pointy and for turning in circles when you try to roll them like wheels... then he remembered that people put weird shit on d8s and he came up with a new game called &amp;quot;DiceLand,&amp;quot; which is a beautiful game.&lt;br /&gt;
&lt;br /&gt;
[[Fantasy Flight Games]] fucking *loves* themselves some d8s. Their games make you wonder if all their parents were killed in a horrible cube-shaped accident.&lt;br /&gt;
&lt;br /&gt;
Also the [[Neon Genesis Evangelion|Fifth Angel]] is a huge floating d8.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d10==&lt;br /&gt;
[[Image:Ten-sided die.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s a [[die]]. With ten sides. Pretty simple concept.&lt;br /&gt;
&lt;br /&gt;
It&#039;s in the shape of a pentagonal trapezohedron. You can stand it on its point and spin it like a top.  You should not do this, however, as it is the universal sign of boredom and is considered faux pas in most gaming circles.&lt;br /&gt;
&lt;br /&gt;
The tenth side usually bears only a zero, but you should still read it as &amp;quot;ten&amp;quot; because you want your result to be 1-10, not 0-9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rolling d100 Using Two d10s===&lt;br /&gt;
[[Image:D10_bronze_thorns.jpg|thumb|Your d10 dice are not this good-looking. But they are probably easier to read from across the table and less like the dreaded caltrops.]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Heresy|Some Systems]] require you to roll d100s frequently. There&#039;s a better way of doing it than rolling a golf ball with 100 sides. &lt;br /&gt;
&lt;br /&gt;
Get out two d10s. Use one die to denote the singles digit and another die to denote the tens digit. Some d10s have two digits per side (see above) to make differentiating your digits easier, but you can roll d100 with any two d10, provided you specify beforehand which die is the tens and which the ones.&lt;br /&gt;
&lt;br /&gt;
Much as with the d3, the next step is where three sides now engage in renewed holy war:&lt;br /&gt;
*Either you treat both dice as 0-9. Did you roll a &#039;&#039;&#039;20&#039;&#039;&#039; and a &#039;&#039;&#039;4&#039;&#039;&#039;? That&#039;s a &#039;&#039;&#039;24&#039;&#039;&#039;. A &#039;&#039;&#039;90&#039;&#039;&#039; and a &#039;&#039;&#039;1&#039;&#039;&#039;? &#039;&#039;&#039;91&#039;&#039;&#039;. A &#039;&#039;&#039;00&#039;&#039;&#039; and a &#039;&#039;&#039;5&#039;&#039;&#039;? Just a &#039;&#039;&#039;5&#039;&#039;&#039;. The drawback is the possibly ambiguous result of two zeroes: a &#039;&#039;&#039;00&#039;&#039;&#039; and a &#039;&#039;&#039;0&#039;&#039;&#039;. Obviously you rolled a &#039;&#039;&#039;100&#039;&#039;&#039;. Why? Because the alternative is a &#039;&#039;&#039;0&#039;&#039;&#039; which you can never roll with any other die. That, and the system assumes a roll from &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;100&#039;&#039;&#039;, not &#039;&#039;&#039;0&#039;&#039;&#039; to &#039;&#039;&#039;99&#039;&#039;&#039;.&lt;br /&gt;
*Alternatively, you treat both dice as 1-10. The drawback is that if you roll a &#039;&#039;&#039;50&#039;&#039;&#039; and a &#039;&#039;&#039;10&#039;&#039;&#039;, you need to do some basic addition because you&#039;ve just rolled a 60. And if you rolled a 100 and a 5 then you&#039;ve obviously gotten a 5, not a 105.&lt;br /&gt;
*Finally, you can have the tens die be a 0-9 and the ones die be a 1-10. This removes all drawbacks sans the addition one, but is more complex.&lt;br /&gt;
&lt;br /&gt;
Mathematically, each digit is determined in an independent manner. There are exactly 10*10=100 two-digit combinations, all equally likely. You now have a uniform distribution of 100 different results, as desired.&lt;br /&gt;
&lt;br /&gt;
This means that as with most forms of religious conflict, neither side is truly superior, as long as you&#039;re consistent then you&#039;ve replicated a d100 without needing to buy a golf ball with numbers on it. Anyone who legitimately thinks the other way to roll is somehow &amp;quot;wrong&amp;quot; is likely [[Grognard|the hairiest of neckbeards]] or [[That Guy|has a stick shoved so far up their ass that their nose is blocked]].&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d12==&lt;br /&gt;
[[Image:D12_Cries.jpg|thumb|right]]&lt;br /&gt;
The [[d12]] is the loneliest die. It is used for barbarian hit dice and greataxe damage in [[Dungeons &amp;amp; Dragons]].  The fact that [[Orcs]] (and [[Half-Orcs]]) are both the most common barbarians and the most common wielders of greataxes, it is suspected that Gruumsh is the head of a conspiracy aiming to eliminate the [[d10]] in favor of the [[d12]], in order to &amp;quot;purify&amp;quot; dice sets so that they consist only of true platonic solids.&lt;br /&gt;
&lt;br /&gt;
Observant smar/tg/uys will notice that d12 are the hitdice used for undead and dragons instead of the usual [[d8]]s.&lt;br /&gt;
&lt;br /&gt;
[[d12]] is the highest stats can ordinarily go in [[Savage Worlds]] or [[Ironclaw]]. [[BBEG]]s and [[DMPC]] [[Mary Sues]] can have [[d20]], but it&#039;s hella rare.&lt;br /&gt;
&lt;br /&gt;
[[d12]] shows up in [[Cthulhu]]-themed games, like Pokethulhu or [[Cthulhu Dice]], probably because [[d12]] is just as beautiful and graceful as the mighty Cthulhu.&lt;br /&gt;
&lt;br /&gt;
One of the few places where the [[d12]] is not lonely, and is in fact used a great deal, is the [[Dragonmech]] campaign setting. Its chief use there is for damage rolls with mech weaponry.&lt;br /&gt;
&lt;br /&gt;
[[Alternity]] was very friendly to the [[d12]], choosing to throw the [[d10]] under the bus instead because it wasn&#039;t far enough away from the [[d8]] to work as a difficulty step.&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Second Edition|Pathfinder 2e]] makes good use of these. Since 2d6 weapons don&#039;t exist in this system, more weapons use the d12.&lt;br /&gt;
&lt;br /&gt;
If you’re on a budget, the [[d12]] is your best friend, capable of functioning as a [[d3]], [[d4]], [[d6]], and even a [[d10]] or [[d8]] in a pinch. Not that useful, but it can still come in handy.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d16==&lt;br /&gt;
[[File:d16.jpg|thumb]]&lt;br /&gt;
Used basically just in [[Blood Bowl]] to randomly select a player on a team (which has a max of 16 players). Originally introduced by the [http://www.thenaf.net/the-naf/history/ NAF] in 2013 (when G-Dubs refused to license their block dice anymore), [[GW]] wised up in their 2016 edition of the game and added it to their product line, replacing the old method of drawing a [[chits|chit]] from a cup.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d20==&lt;br /&gt;
[[Image:Green_d20.jpg|thumb|&#039;&#039;&#039;BOW DOWN BEFORE YOUR GOD&#039;&#039;&#039;]]&lt;br /&gt;
Your best friend and worst enemy.&lt;br /&gt;
&lt;br /&gt;
Before [[TSR]]/[[Wizards of the Coast]] tried to trademark &amp;quot;d20&amp;quot;, every gamer knew what the fuck an icosahedron is, and why &amp;quot;natural 20&amp;quot; is a gift from God.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Truth About 20-Sided Dice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a limited number of “twenties” in any given d20. That is, no matter how many times you roll a d20, you cannot roll another twenty once the supply has run out. These twenties can only be replenished by rolling a corresponding one with the same die. Thus every gamer is duty-bound to protect their supply of good rolls. If a friend rolls a twenty using your die, not only have they stolen your good roll, but they have doomed you to the extra one required to replenish the twenty.&lt;br /&gt;
&lt;br /&gt;
Some players get excited when they roll several twenties in a row, concluding the dice are “hot”. Don’t make this blunder! This is like driving your car for 400 miles without gassing up, and then concluding that your car is a perpetual motion machine. After a few good rolls, pass the die off to an unwitting companion and let them charge it up for you.&lt;br /&gt;
&lt;br /&gt;
Statisticians have known about this behavior for years. They call it “the probability seesaw”. Unlike the bell-shaped curve, in the seesaw system the odds of rolling high or low is directly proportional to what has been rolled in the past. They usually pretend this isn’t true. If a statistician hands you a die insisting that “any given roll has the same odds of rolling a one or a twenty”, it means he’s handing you a depleted die in the hopes of taking advantage of you. Don’t fall for it!&lt;br /&gt;
&lt;br /&gt;
Now the secret is yours. Please put this knowledge to good use*.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*By “good use” I mean, “take advantage of other players”.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=center| The &#039;&#039;&#039;[[d20 System]]&#039;&#039;&#039; for role playing came later.&amp;lt;br/&amp;gt;&lt;br /&gt;
Like eighteen centuries later.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t believe me?  Check this out:&lt;br /&gt;
|[[Image:2nd_century_Roman_d20.jpg|center|thumb|200px|2nd century Rome, bitches]]&lt;br /&gt;
|}&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d30==&lt;br /&gt;
[[Image:D30_olympic.jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
Only ever used for those critical-hit tables when you rolled a natural [[D20|20]].&lt;br /&gt;
Or if your DM was rolling damage and felt like being a dick.&lt;br /&gt;
&lt;br /&gt;
But man, would it leave a bruise when your little sister threw it at your head.&lt;br /&gt;
 {{clear}} &lt;br /&gt;
&lt;br /&gt;
==d34==&lt;br /&gt;
[[Image:D34.jpg|thumb|right|[[Extra Heresy|WHY?!]]]]&lt;br /&gt;
&lt;br /&gt;
Yes, they exist. Apparently if you roll 3 of them and subtract 2 from the total, you get a normal distribution from 1-100, assuming that&#039;s your idea of a good time.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d50==&lt;br /&gt;
[[Image:D50_Alan_Davies.jpg|thumb]]&lt;br /&gt;
[[Rage|Fifty goddamn sides!!!!]]&lt;br /&gt;
&lt;br /&gt;
For when you want to do 2-100 points of damage with a vaguely normal distribution. &lt;br /&gt;
&lt;br /&gt;
... yeah, I don&#039;t know either&lt;br /&gt;
&lt;br /&gt;
It also doubles as a golf ball.&lt;br /&gt;
 {{clear}} &lt;br /&gt;
&lt;br /&gt;
==d100==&lt;br /&gt;
[[File:Zocchihedron2.jpg|300px|thumb|right|Golfball.jpg]]&lt;br /&gt;
Take that, d50&#039;s!&lt;br /&gt;
&lt;br /&gt;
They&#039;re useful when you really want to take 5 minutes to find out if you hit something in [[Dark Heresy]]. In other words, better just use a pair of [[D10]]&#039;s like a normal human being.&lt;br /&gt;
&lt;br /&gt;
Apparently it took about 6 years to make this die. I guess this means that it takes 6 years to put the numbers 1-100 on a fucking golf ball.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
It may seem awesome when you see it, but as soon as you get one (and whoever&#039;s selling it to you is also aware of how unspeakably lame it is, and will probably even tell you) you will find that it has two major flaws: it takes about a minute to stop fucking rolling around and if you aren&#039;t blessed with a perfectly level playing surface you will never find out exactly what you&#039;ve rolled (and when there are six other numbers right next to the 100 and 1, that&#039;s a pretty big problem).  Oh, and to top it off, it isn&#039;t even very balanced, so it&#039;s effectively a loaded die.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you hate your friends, show up to your next meeting and sweep all the d10s off the table, then drop your d100 right in the middle with a theatrical gesture and watch as everyone is mesmerized by its incessant rolling (see: takes about a minute to stop fucking rolling around). Take this opportunity to pocket the d10s, run away and never come back.&lt;br /&gt;
&lt;br /&gt;
[[FATAL]] seemed to expect you to use this (but then again FATAL expects you to play FATAL so you can&#039;t expect much).&lt;br /&gt;
&lt;br /&gt;
Seriously, though, let the cat play with it so they&#039;ll keep away from the other dice.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d120==&lt;br /&gt;
This is the most number of sides that a die can have while being &#039;mathematically fair die&#039; (that doesn&#039;t have the dual problems of rolling forever and being prohibitively hard to read). The d120 stops rolling after a reasonable time (with the condition that this only applies if you don&#039;t roll with &#039;too much force&#039;). It is also a bit tricky to read (but still perfectly possible). The company that sells the die points out that it can act as any of the standard 7 dice (d4, d6, d8, d10, d10 of 10s, d12, and d20). And thanks to the chart they released for free, you don&#039;t even have to do the math yourself [http://thedicelab.com/d120tables.html]. Of course for the d100 roll you&#039;ll have to roll the d120 twice, roll 2 d120, or use a die other than the d120 (although you could still use the d120, e.g. a d10 and a d120). [http://nerdist.com/this-d120-is-the-largest-mathematically-fair-die-possible/]&lt;br /&gt;
&lt;br /&gt;
==Barrel Dice==&lt;br /&gt;
[[Image:Barrel Dice.gif|right|thumb|Do a Barrel Roll!]]&lt;br /&gt;
Those weird-ass dice you find on that one dusty shelf behind the counter of your game store.  Rather than platonic shapes with numbers on each side, it&#039;s a prism shape rounded at the ends, with numbers on the long sides.  While not particularly popular, they&#039;re an excellent option for [[d4]]s, since they don&#039;t feel like the torture of a thousand hells to step on.  Supposedly, they roll more evenly without as much bias and are harder to &amp;quot;throw&amp;quot;, but the larger ones have the same problem as [[d50]]s.  Hell, a barrel d50 would never ever stop rolling.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re super poor and can only afford the pencils and paper for your pencil-and-paper RPGs, your can use your pencils as barrel [[d6]]s.&lt;br /&gt;
&lt;br /&gt;
==Crayola Dice==&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
[[Image:Crayolad20.JPG|left]]&lt;br /&gt;
[[Image:Crayoladice.JPG|thumb|This set actually had a d10. That was pretty weird at the time.]]&lt;br /&gt;
Are you old enough to remember when dice didn&#039;t have inked or painted numbers? With the old D&amp;amp;D games, you got soft plastic powder blue dice and a soft white and red crayon. In order to see the numbers you had to fill in the etched spots with the wax. &lt;br /&gt;
&lt;br /&gt;
There were no d10&#039;s either. The d20 was labeled 0-9 twice (fit 2 digits on a die face? IMPOSSIBLE!) so you colored one half of the numbers white and the other half red. It acted as your D10, and if you needed a d20, you declared one color to be +10 before you rolled.&lt;br /&gt;
&lt;br /&gt;
These dice were made out of pretty soft plastic, and after 25 years, most of mine don&#039;t even stop rolling anymore. No more corners.&lt;br /&gt;
&lt;br /&gt;
This has been a bout of nostalgia.&lt;br /&gt;
&lt;br /&gt;
==Narrative Dice==&lt;br /&gt;
Made popular by Fantasy Flight Games, these dice look like typical dice at first glance but then one notices a severe lack of numbers and instead each die having blank sides, sides with one symbol or another, or sides with two symbols. They also tend to be more expensive than your typical bog standard set due to this.&lt;br /&gt;
&lt;br /&gt;
Where they shine, though, is that they can give you not only success or failure like typical numbered dice, but other symbols grant advantage or threat. The whole thing with these is to pick up enough &amp;quot;good&amp;quot; dice and the amount of &amp;quot;bad&amp;quot; dice your GM allots you, roll them all, the cancel out the opposing symbols on both axes described above which can net you much more variety in possible outcomes. Things like &amp;quot;I failed to hit but now my allies have advantage,&amp;quot; or &amp;quot;I hit but got a lot of threat so now the enemies can do some crazy shit&amp;quot; are possible.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
premiumdice.jpg|Premium Dice!&lt;br /&gt;
premiumdice2.png|Premium Dice cont.&lt;br /&gt;
Big_Gay_Purple_d4.png‎|A d4 in the wild, natural weapon readied. As you can see by the notch on the left edge, this one has already claimed a victim.&lt;br /&gt;
Caltrop.jpg|Now that&#039;s just sick and wrong.&lt;br /&gt;
I hope you step on a d4.png&lt;br /&gt;
Go_outside_die.jpg|Try and MAKE me go outside. Fuck off, d12.&lt;br /&gt;
anna_louge_dice.jpg|Even camwhores know that the d20 is sexy, and each face has an exactly 5% chance of appearing.&lt;br /&gt;
DToM.jpg|It is said if not for the trusty D4 the Union would never have one its independance from Britain and the reason no one can beat Russia. As Russia&#039;s savage wilds are famous for its saber toothed white furred D4&#039;s to defend the motherland.&lt;br /&gt;
DiceShamingPoster.png&lt;br /&gt;
Gate Keeping Dice.png|There are people who hate dice, those people are wrong.&lt;br /&gt;
PennyArcade_papvp2_8.jpg|We&#039;re Number One&lt;br /&gt;
Tgdice.png&lt;br /&gt;
Gameof1s.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Chits]] - The nega-dice of yesteryear.&lt;br /&gt;
*[[Dice pool]]&lt;br /&gt;
*[[Exploding die]]&lt;br /&gt;
*[[Fudge dice]]&lt;br /&gt;
*[[D6 System]]&lt;br /&gt;
*[[D20 system]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.dicecollector.com/JM/ Dice Collector gallery of all the dice; all of them]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=tSQIir5xxWc Lou Zocchi trying to get you to buy his dice.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]][[Category:Dice]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dice&amp;diff=176142</id>
		<title>Dice</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dice&amp;diff=176142"/>
		<updated>2023-05-12T10:21:55Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: /* Rolling d100 Using Two d10s */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:dice.jpg|thumb|I COULD JUST DIVE INTO THEM!]]&lt;br /&gt;
[[Image:Uglydie.jpg|thumb|SO FUCKING UGLY. But he has a fetching [[hat]].]]&lt;br /&gt;
[[Dice]] (singular: &#039;&#039;&#039;die&#039;&#039;&#039;&amp;lt;ref&amp;gt;&amp;quot;A cube of cheese no larger than a die/May bait a trap to catch a nibbling mie.&amp;quot; -- Ambrose Bierce&amp;lt;/ref&amp;gt;) are high-impact polyhedra. In [[role-playing games]] and tabletop [[wargame]]s, they are used as randomizers to inject an element of chance into the game. Non-gamers often only know about the six-sided die (hereafter referred to as the d6) thanks to the ubiquity of games like [[Monopoly]] and [[Yahtzee]]. Which dice are used tends to vary by system. [[Dungeons and Dragons]], for instance, makes use of all types. On the other hand, [[White Wolf]] games and Classic Traveller use only ten- and six-sided dice, respectively. On the other hand, some games don&#039;t use dice at all! These tend to be relatively new games like [[Nobilis]] or [[Amber]], or board games that use instead use the abomination known as a spinner (at first a result of war rationing, later used for non-numerical results).&lt;br /&gt;
&lt;br /&gt;
Bear in mind, if you&#039;re not familiar with how statistics work, one d12 does not have the same probability distribution as two d6s (same goes for any combination of die). A single die of good quality will have the same percentage chance for any side to roll, whereas using multiple die will result in a probability distribution resembling a bell curve (in the two d6&#039;s case, seven will be the most common roll, followed by sixs and eights, then fives and nines, and so on). Keep this in mind when you&#039;re doing homebrew rules. Likewise, it&#039;s important to remember that dice can&#039;t roll 0, so the average is 0.5 higher than half the highest number (3.5 for a d6), not simply half.&lt;br /&gt;
&lt;br /&gt;
If you do not have dice for whatever reason, consider &amp;lt;strike&amp;gt;[[chits]]&amp;lt;/strike&amp;gt; getting some fucking dice. Or, since you clearly have a device with an internet connection if you&#039;re reading this, use one of the countless virtual dice rollers available online.&lt;br /&gt;
&lt;br /&gt;
Dice are considered by most people to be impartial arbiters of [[statistics|random chance]]. [[Fa/tg/uy]]s (and craps players) know better. Dice are controlled or at least influenced by the unseen force of Dice Mojo. It is believed that Dice Mojo can be influenced by players through manifold rituals, including:&lt;br /&gt;
&lt;br /&gt;
*Placing a die with the desired number upward, that it &#039;gets used to&#039; that position and tends to return to it.&lt;br /&gt;
*Placing a die with the desired number downward, that the die is tricked into thinking it has already made a bad roll and will produce a good outcome on the subsequent roll.&lt;br /&gt;
*Rolling a die until a string of good rolls are achieved, tapping into a streak of &#039;good mojo&#039; or &#039;rolling out&#039; bad outcomes.&lt;br /&gt;
*Various chants, prayers, threats, and curses made toward the die in order to entice or coerce it into [[Natural 20|producing favorable rolls.]]&lt;br /&gt;
*Being careful not to drop dice or just roll them to pass the time till next turn, as when rolling a twenty, the critical ratio may be &amp;quot;used up&amp;quot; for the day.&lt;br /&gt;
*Building dice towers as tribute to Dice Gods that they may bless one&#039;s dice with good Mojo. &lt;br /&gt;
&lt;br /&gt;
The one true method (at least for those without specialized tools) for finding if a die is cursed or lucky dice however is putting it in a cup of very salty water and seeing which side floats to the top. Clear dice are less vulnerable to these imperfections since their see through nature means manufactures can&#039;t get away with substantial air pockets.&lt;br /&gt;
&lt;br /&gt;
=Dice on /tg/=&lt;br /&gt;
Once upon a time some admin thought that it would be a good idea to give /tg/ a dice rolling mechanism. In practice it&#039;s mostly ignored, or it serves similar purpose as &amp;quot;first person to get doubles&amp;quot; threads, although some enterprising fa/tg/uys have found good uses for them, and it used to be that good fun could be had at the expense of newfags that didn&#039;t know how to work the die-roller properly.  Because your results don&#039;t become visible until you post your comment (and yet for some reason, appear on top of it rather than at its bottom), threads utilizing the feature can be a bit bloated. If you give /tg/ a random table to roll on, then each person responding will have to post once to roll, and once again to remark on their results. That said, it works well for things like the [[Template:40k-Faction-Creation-Tables|40k faction generation tables]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TG dice&#039;&#039;&#039; is what fa/tg/uys call the strange phenomenon whereby /tg/&#039;s random number generator tends to be anything but. The reason for this is that /tg/&#039;s dice aren&#039;t truly random. Like most RNGs it&#039;s actually a pseudo-random generator tied to 4chan&#039;s server clock. The effect usually isn&#039;t that dramatic, but fatguys love to blame it for their shit rolls anyhow.&lt;br /&gt;
&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
=Types of Dice=&lt;br /&gt;
==d0==&lt;br /&gt;
Nobody knows what a 0-sided dice looks like, and they are useless anyway because they always land on a 42 for some reason.&lt;br /&gt;
&lt;br /&gt;
==d1==&lt;br /&gt;
[[Image:Mobius dice.jpg|thumb|100px]]&lt;br /&gt;
Rolling this visually elusive die involves armed, digited humanoids gesturing with one arm while extending only a single centralmost digit of its hand and informing the party what&#039;s gonna happen.  The few one sided dice that exist are either just a ball with the number 1 written on them, or a mobius ring.&lt;br /&gt;
&lt;br /&gt;
It is the damage die for unarmed strikes in 5e, assuming you don&#039;t have a feat or class that upgrades them.&lt;br /&gt;
&lt;br /&gt;
==d2==&lt;br /&gt;
[[Image:D2.gif|thumb|200px|left|A d2. Careful not to spend it all in one place.]]&lt;br /&gt;
[[Image:Actual d2.jpg|thumb|200px|A more literal version that definitevely costs more than the penny you could be using instead, it can double as a less hazardous d4 however]]&lt;br /&gt;
&lt;br /&gt;
A d2 isn&#039;t a die - it&#039;s a coin.&lt;br /&gt;
&lt;br /&gt;
You flip the fucking thing. Heads count as 1, Tails count as 2.&lt;br /&gt;
&lt;br /&gt;
You can, alternately, roll any other die - counting odds as 1 and evens as 2.&lt;br /&gt;
&lt;br /&gt;
===In Various Works===&lt;br /&gt;
d2s are used with disturbing frequency in both CCGs and RPGs. They are used in most two player card games, with the notable exception of [[Yu-Gi-Oh]] using rock paper scissors as the preferred method, to determine who gets the first turn. Since this requires players have a coin to play &#039;&#039;anyways&#039;&#039;, most TCGs have some oddball cards that use coin flips for random effects. They rarely show up in serious matches because the vast majority of these would be crap even if you &#039;&#039;could&#039;&#039; ensure the outcome. The [[Pokemon]] TCG bucked the trend of this being unusual and (especially early on) has such effects be common.&lt;br /&gt;
&lt;br /&gt;
The RPG &#039;&#039;Bean!&#039;&#039; is a d2-based game, and it&#039;s actually pretty good.&lt;br /&gt;
&lt;br /&gt;
Loaded d2s, known as double sided coins, are extremely popular in fiction. This is probably because they&#039;re the easiest die to recognize as/prove is loaded, and the most consistent.&lt;br /&gt;
&lt;br /&gt;
===Also Currency===&lt;br /&gt;
The d2 are the only dice you can put in a vending machine and spend for candy. With string and a sufficient dexterity score, you don&#039;t even have to &amp;quot;spend&amp;quot; the d2 at all (This only works on 50 year old or so vending machines).&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d3==&lt;br /&gt;
Not much to say about it.&lt;br /&gt;
[[Image:D3.jpg|thumb|right|The D3...]]&lt;br /&gt;
[[Warhammer 40k]] uses D3&#039;s &amp;lt;s&amp;gt;every once in awhile&amp;lt;/s&amp;gt; [[Warhammer_40,000/Tactics(8E)| all the time]] - [[Manticore Rocket Launcher|Manticores]], &amp;amp; other cases such as +D3 attacks, 2 + D3 objectives, etc. Most of the time, they don&#039;t actually use a D3 - they just roll a [[d6]], at which points three schools of thought engage in a holy war:&lt;br /&gt;
* A few subtract 3 from any result that&#039;s 4 or higher. So, for example, a 5 becomes a 2.&lt;br /&gt;
* The others divide the result by two, rounding up. So, for example, a 5 becomes a 3.&lt;br /&gt;
*&amp;lt;strike&amp;gt;Lazy people just assign the value of 1 to the first 2 numbers, and so on. For example, a 4 would be a 2.&amp;lt;/strike&amp;gt; This method and the method above will yield the same results. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;rolls d6, getting a 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;divides by 2, rounding up to get 2&lt;br /&gt;
&lt;br /&gt;
&amp;gt;assigns 1-2 to 1, 3-4 to 2, 5-6 to 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;2 == 2&lt;br /&gt;
&lt;br /&gt;
&amp;gt;CP rerolls, this time getting a 5&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5/2 rounding up = 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;assigning values yields 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;3 == 3&lt;br /&gt;
&lt;br /&gt;
The 40k rulebook explicitly proselytizes the second option, which means the former is [[heresy]]. Other games don&#039;t really care as much.&lt;br /&gt;
&lt;br /&gt;
Actual d3s come in two major flavours: The weird triangular nublette things seen to the right, which are largely used by people who think having weird dice makes you interesting, and d6es which had 1, 2 and 3 written on them twice, used by people who like to build things out of dice. &lt;br /&gt;
&lt;br /&gt;
Since you can readily simulate a d3 result easily enough without obtaining extra dice why in the hell would you bother?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Because I have OCD, that’s why!&amp;lt;/s&amp;gt; Because collecting is fun, and [[Dungeons &amp;amp; Dragons|DnD]] already has enough math.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d4==&lt;br /&gt;
[[image:D4.jpg|thumb|right|This fucker will hurt more than any lego.]]&lt;br /&gt;
A tetrahedral [[dice|die]] that has the second-sharpest points of any die (only the [[d8]] is sharper), and, appropriately enough, has four sides. Used by Wizards, small weapons, and low-caliber firearms in d20 modern. At least it gets more love than the [[d12]], which probably falls asleep every night in a pool of tears and melted butter.&lt;br /&gt;
&lt;br /&gt;
There are two ways to print the numbers on a D4. On one, the numbers are arranged on the corners of each face, and so the number at the top (it will always be three of the same number) is what you actually rolled. On the other kind, the numbers are arranged in the middle of each side of the face, and so the number on the bottom (again, it will always be three of the same number) tells you what you rolled.  Oldfags will insist the &amp;quot;numbers on the bottom&amp;quot; d4 is the one true way, despite the fact that they need the full power of their coke-bottle glasses to see the numbers.  [[Skub|Don&#039;t argue]] with &#039;em, just keep using the d4s that you and everyone at the table can read.&lt;br /&gt;
&lt;br /&gt;
===Fucking Caltrops===&lt;br /&gt;
Whilst the d4 isn&#039;t as sharp as a d8, it has one major bit of natural defense - no matter what way it lands, it will have a point face-up. Because it&#039;s the smallest die, care needs to be used - if one escapes its dice-box and into the wild, it will wait, with its [[Bear Lore|natural weapon]] ready, for the exact moment someone walks into its vicinity barefoot to strike, whereupon it will inflict some surprisingly-vicious puncture wounds.&lt;br /&gt;
&lt;br /&gt;
Somewhat related, in D&amp;amp;D Caltrops inflict 1d4 damage. [[Just as planned|Coincidence]]?&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d6==&lt;br /&gt;
&#039;&#039;Not the same thing as the [[D6 System]] by [[West End Games]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube_template.gif|thumb|do-it-yourself kit]]&lt;br /&gt;
If you don&#039;t know what a d6 is, holy shit are you in the wrong place.&lt;br /&gt;
Go back to playing [[Monopoly]] in your blissful ignorance that it uses two of them.&lt;br /&gt;
&lt;br /&gt;
A d6 with indented pips and rounded corners has a significantly higher chance of rolling a one than anything else. Do not trust them. Unless you&#039;re rolling Morale tests, in which case start praying for a one...now.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: Do you own a regular #2 pencil? If so, congratulations, [[Barrel dice|you have a d6]].&lt;br /&gt;
&lt;br /&gt;
See [[Cubes]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Delta-6===&lt;br /&gt;
A die-rolling method for numbers from 0-5 with a particular curve.&lt;br /&gt;
&lt;br /&gt;
Roll two d6, and subtract the smaller from the larger.&lt;br /&gt;
&lt;br /&gt;
The curve looks like this:&lt;br /&gt;
{|style=&amp;quot;border:1px solid black;&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
! roll !! odds % !! &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1/6 16.7% || &amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5/18 27.8% || &amp;lt;tt&amp;gt;##########&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2/9 22.2% || &amp;lt;tt&amp;gt;########&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1/6 16.7% || &amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1/9 11.1% || &amp;lt;tt&amp;gt;####&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1/18 5.5% || &amp;lt;tt&amp;gt;##&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d7==&lt;br /&gt;
[[Image:D7 1.jpg|thumb|left|The bizarre d7. This wasn&#039;t even on this page until 2020.]]&lt;br /&gt;
[[File:D7 2.jpg|thumb|right|This thing costs £4.95 ($6.38)]]&lt;br /&gt;
It exists. Use for whatever reason you could possibly need a d7 for.&lt;br /&gt;
&lt;br /&gt;
In seriousness, there are very limited uses for this die. Maybe you could use it to randomly select a day or some shit. They&#039;re also advertised for use in seven-player backgammon games.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d8==&lt;br /&gt;
The eight-sided die is an octohedron: one of the symmetrical polyhedra known as the &amp;quot;Platonic solids.&amp;quot;&lt;br /&gt;
[[Image:Buncha_d8s.jpg|thumb|right|A wild herd of d8s]]&lt;br /&gt;
&lt;br /&gt;
Despite being a &amp;quot;Platonic&amp;quot; solid, it looks like two pyramids caught in the beautiful act of reproduction. Long live the dice race.&lt;br /&gt;
&lt;br /&gt;
A d8 was always used for hit points for [[Dungeons &amp;amp; Dragons]] monsters, and in Advanced D&amp;amp;D it was used for those classes that have more hit points but weren&#039;t supposed to be as butch as Fighters or Paladins.&lt;br /&gt;
&lt;br /&gt;
Eight-sided dice also have the most variations with weird not-numbers stuff on them, like compass directions, random weather, letters.  They&#039;re also used as below-bargain-basement minifigs because one point is always off the table, like a big nose, or turret.&lt;br /&gt;
&lt;br /&gt;
When you played Dragon Dice, the d8s were the terrain, which could change under your feet without moving your army, somehow.&lt;br /&gt;
&lt;br /&gt;
James Ernest came up with a game &amp;quot;Dogfight&amp;quot; that uses d8s for their numbers, for being pointy and for turning in circles when you try to roll them like wheels... then he remembered that people put weird shit on d8s and he came up with a new game called &amp;quot;DiceLand,&amp;quot; which is a beautiful game.&lt;br /&gt;
&lt;br /&gt;
[[Fantasy Flight Games]] fucking *loves* themselves some d8s. Their games make you wonder if all their parents were killed in a horrible cube-shaped accident.&lt;br /&gt;
&lt;br /&gt;
Also the [[Neon Genesis Evangelion|Fifth Angel]] is a huge floating d8.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d10==&lt;br /&gt;
[[Image:Ten-sided die.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s a [[die]]. With ten sides. Pretty simple concept.&lt;br /&gt;
&lt;br /&gt;
It&#039;s in the shape of a pentagonal trapezohedron. You can stand it on its point and spin it like a top.  You should not do this, however, as it is the universal sign of boredom and is considered faux pas in most gaming circles.&lt;br /&gt;
&lt;br /&gt;
The tenth side usually bears only a zero, but you should still read it as &amp;quot;ten&amp;quot; because you want your result to be 1-10, not 0-9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rolling d100 Using Two d10s===&lt;br /&gt;
[[Image:D10_bronze_thorns.jpg|thumb|Your d10 dice are not this good-looking. But they are probably easier to read from across the table and less like the dreaded caltrops.]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Heresy|Some Systems]] require you to roll d100s frequently. There&#039;s a better way of doing it than rolling a golf ball with 100 sides. &lt;br /&gt;
&lt;br /&gt;
Get out two d10s. Use one die to denote the singles digit and another die to denote the tens digit. Some d10s have two digits per side (see above) to make differentiating your digits easier, but you can roll d100 with any two d10, provided you specify beforehand which die is the tens and which the ones.&lt;br /&gt;
&lt;br /&gt;
Much as with the d3, the next step is where two sides now engage in renewed holy war:&lt;br /&gt;
*Either you treat both dice as 0-9. Did you roll a &#039;&#039;&#039;20&#039;&#039;&#039; and a &#039;&#039;&#039;4&#039;&#039;&#039;? That&#039;s a &#039;&#039;&#039;24&#039;&#039;&#039;. A &#039;&#039;&#039;90&#039;&#039;&#039; and a &#039;&#039;&#039;1&#039;&#039;&#039;? &#039;&#039;&#039;91&#039;&#039;&#039;. A &#039;&#039;&#039;00&#039;&#039;&#039; and a &#039;&#039;&#039;5&#039;&#039;&#039;? Just a &#039;&#039;&#039;5&#039;&#039;&#039;. The drawback is the possibly ambiguous result of two zeroes: a &#039;&#039;&#039;00&#039;&#039;&#039; and a &#039;&#039;&#039;0&#039;&#039;&#039;. Obviously you rolled a &#039;&#039;&#039;100&#039;&#039;&#039;. Why? Because the alternative is a &#039;&#039;&#039;0&#039;&#039;&#039; which you can never roll with any other die. That, and the system assumes a roll from &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;100&#039;&#039;&#039;, not &#039;&#039;&#039;0&#039;&#039;&#039; to &#039;&#039;&#039;99&#039;&#039;&#039;.&lt;br /&gt;
*Alternatively, you treat both dice as 1-10. The drawback is that if you roll a &#039;&#039;&#039;50&#039;&#039;&#039; and a &#039;&#039;&#039;10&#039;&#039;&#039;, you need to do some basic addition because you&#039;ve just rolled a 60.&lt;br /&gt;
&lt;br /&gt;
Mathematically, each digit is determined in an independent manner. There are exactly 10*10=100 two-digit combinations, all equally likely. You now have a uniform distribution of 100 different results, as desired.&lt;br /&gt;
&lt;br /&gt;
This means that as with most forms of religious conflict, neither side is truly superior, as long as you&#039;re consistent then you&#039;ve replicated a d100 without needing to buy a golf ball with numbers on it. Anyone who legitimately thinks the other way to roll is somehow &amp;quot;wrong&amp;quot; is likely [[Grognard|the hairiest of neckbeards]] or [[That Guy|has a stick shoved so far up their ass that their nose is blocked]].&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d12==&lt;br /&gt;
[[Image:D12_Cries.jpg|thumb|right]]&lt;br /&gt;
The [[d12]] is the loneliest die. It is used for barbarian hit dice and greataxe damage in [[Dungeons &amp;amp; Dragons]].  The fact that [[Orcs]] (and [[Half-Orcs]]) are both the most common barbarians and the most common wielders of greataxes, it is suspected that Gruumsh is the head of a conspiracy aiming to eliminate the [[d10]] in favor of the [[d12]], in order to &amp;quot;purify&amp;quot; dice sets so that they consist only of true platonic solids.&lt;br /&gt;
&lt;br /&gt;
Observant smar/tg/uys will notice that d12 are the hitdice used for undead and dragons instead of the usual [[d8]]s.&lt;br /&gt;
&lt;br /&gt;
[[d12]] is the highest stats can ordinarily go in [[Savage Worlds]] or [[Ironclaw]]. [[BBEG]]s and [[DMPC]] [[Mary Sues]] can have [[d20]], but it&#039;s hella rare.&lt;br /&gt;
&lt;br /&gt;
[[d12]] shows up in [[Cthulhu]]-themed games, like Pokethulhu or [[Cthulhu Dice]], probably because [[d12]] is just as beautiful and graceful as the mighty Cthulhu.&lt;br /&gt;
&lt;br /&gt;
One of the few places where the [[d12]] is not lonely, and is in fact used a great deal, is the [[Dragonmech]] campaign setting. Its chief use there is for damage rolls with mech weaponry.&lt;br /&gt;
&lt;br /&gt;
[[Alternity]] was very friendly to the [[d12]], choosing to throw the [[d10]] under the bus instead because it wasn&#039;t far enough away from the [[d8]] to work as a difficulty step.&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Second Edition|Pathfinder 2e]] makes good use of these. Since 2d6 weapons don&#039;t exist in this system, more weapons use the d12.&lt;br /&gt;
&lt;br /&gt;
If you’re on a budget, the [[d12]] is your best friend, capable of functioning as a [[d3]], [[d4]], [[d6]], and even a [[d10]] or [[d8]] in a pinch. Not that useful, but it can still come in handy.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d16==&lt;br /&gt;
[[File:d16.jpg|thumb]]&lt;br /&gt;
Used basically just in [[Blood Bowl]] to randomly select a player on a team (which has a max of 16 players). Originally introduced by the [http://www.thenaf.net/the-naf/history/ NAF] in 2013 (when G-Dubs refused to license their block dice anymore), [[GW]] wised up in their 2016 edition of the game and added it to their product line, replacing the old method of drawing a [[chits|chit]] from a cup.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d20==&lt;br /&gt;
[[Image:Green_d20.jpg|thumb|&#039;&#039;&#039;BOW DOWN BEFORE YOUR GOD&#039;&#039;&#039;]]&lt;br /&gt;
Your best friend and worst enemy.&lt;br /&gt;
&lt;br /&gt;
Before [[TSR]]/[[Wizards of the Coast]] tried to trademark &amp;quot;d20&amp;quot;, every gamer knew what the fuck an icosahedron is, and why &amp;quot;natural 20&amp;quot; is a gift from God.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Truth About 20-Sided Dice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a limited number of “twenties” in any given d20. That is, no matter how many times you roll a d20, you cannot roll another twenty once the supply has run out. These twenties can only be replenished by rolling a corresponding one with the same die. Thus every gamer is duty-bound to protect their supply of good rolls. If a friend rolls a twenty using your die, not only have they stolen your good roll, but they have doomed you to the extra one required to replenish the twenty.&lt;br /&gt;
&lt;br /&gt;
Some players get excited when they roll several twenties in a row, concluding the dice are “hot”. Don’t make this blunder! This is like driving your car for 400 miles without gassing up, and then concluding that your car is a perpetual motion machine. After a few good rolls, pass the die off to an unwitting companion and let them charge it up for you.&lt;br /&gt;
&lt;br /&gt;
Statisticians have known about this behavior for years. They call it “the probability seesaw”. Unlike the bell-shaped curve, in the seesaw system the odds of rolling high or low is directly proportional to what has been rolled in the past. They usually pretend this isn’t true. If a statistician hands you a die insisting that “any given roll has the same odds of rolling a one or a twenty”, it means he’s handing you a depleted die in the hopes of taking advantage of you. Don’t fall for it!&lt;br /&gt;
&lt;br /&gt;
Now the secret is yours. Please put this knowledge to good use*.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*By “good use” I mean, “take advantage of other players”.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=center| The &#039;&#039;&#039;[[d20 System]]&#039;&#039;&#039; for role playing came later.&amp;lt;br/&amp;gt;&lt;br /&gt;
Like eighteen centuries later.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t believe me?  Check this out:&lt;br /&gt;
|[[Image:2nd_century_Roman_d20.jpg|center|thumb|200px|2nd century Rome, bitches]]&lt;br /&gt;
|}&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d30==&lt;br /&gt;
[[Image:D30_olympic.jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
Only ever used for those critical-hit tables when you rolled a natural [[D20|20]].&lt;br /&gt;
Or if your DM was rolling damage and felt like being a dick.&lt;br /&gt;
&lt;br /&gt;
But man, would it leave a bruise when your little sister threw it at your head.&lt;br /&gt;
 {{clear}} &lt;br /&gt;
&lt;br /&gt;
==d34==&lt;br /&gt;
[[Image:D34.jpg|thumb|right|[[Extra Heresy|WHY?!]]]]&lt;br /&gt;
&lt;br /&gt;
Yes, they exist. Apparently if you roll 3 of them and subtract 2 from the total, you get a normal distribution from 1-100, assuming that&#039;s your idea of a good time.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d50==&lt;br /&gt;
[[Image:D50_Alan_Davies.jpg|thumb]]&lt;br /&gt;
[[Rage|Fifty goddamn sides!!!!]]&lt;br /&gt;
&lt;br /&gt;
For when you want to do 2-100 points of damage with a vaguely normal distribution. &lt;br /&gt;
&lt;br /&gt;
... yeah, I don&#039;t know either&lt;br /&gt;
&lt;br /&gt;
It also doubles as a golf ball.&lt;br /&gt;
 {{clear}} &lt;br /&gt;
&lt;br /&gt;
==d100==&lt;br /&gt;
[[File:Zocchihedron2.jpg|300px|thumb|right|Golfball.jpg]]&lt;br /&gt;
Take that, d50&#039;s!&lt;br /&gt;
&lt;br /&gt;
They&#039;re useful when you really want to take 5 minutes to find out if you hit something in [[Dark Heresy]]. In other words, better just use a pair of [[D10]]&#039;s like a normal human being.&lt;br /&gt;
&lt;br /&gt;
Apparently it took about 6 years to make this die. I guess this means that it takes 6 years to put the numbers 1-100 on a fucking golf ball.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
It may seem awesome when you see it, but as soon as you get one (and whoever&#039;s selling it to you is also aware of how unspeakably lame it is, and will probably even tell you) you will find that it has two major flaws: it takes about a minute to stop fucking rolling around and if you aren&#039;t blessed with a perfectly level playing surface you will never find out exactly what you&#039;ve rolled (and when there are six other numbers right next to the 100 and 1, that&#039;s a pretty big problem).  Oh, and to top it off, it isn&#039;t even very balanced, so it&#039;s effectively a loaded die.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you hate your friends, show up to your next meeting and sweep all the d10s off the table, then drop your d100 right in the middle with a theatrical gesture and watch as everyone is mesmerized by its incessant rolling (see: takes about a minute to stop fucking rolling around). Take this opportunity to pocket the d10s, run away and never come back.&lt;br /&gt;
&lt;br /&gt;
[[FATAL]] seemed to expect you to use this (but then again FATAL expects you to play FATAL so you can&#039;t expect much).&lt;br /&gt;
&lt;br /&gt;
Seriously, though, let the cat play with it so they&#039;ll keep away from the other dice.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d120==&lt;br /&gt;
This is the most number of sides that a die can have while being &#039;mathematically fair die&#039; (that doesn&#039;t have the dual problems of rolling forever and being prohibitively hard to read). The d120 stops rolling after a reasonable time (with the condition that this only applies if you don&#039;t roll with &#039;too much force&#039;). It is also a bit tricky to read (but still perfectly possible). The company that sells the die points out that it can act as any of the standard 7 dice (d4, d6, d8, d10, d10 of 10s, d12, and d20). And thanks to the chart they released for free, you don&#039;t even have to do the math yourself [http://thedicelab.com/d120tables.html]. Of course for the d100 roll you&#039;ll have to roll the d120 twice, roll 2 d120, or use a die other than the d120 (although you could still use the d120, e.g. a d10 and a d120). [http://nerdist.com/this-d120-is-the-largest-mathematically-fair-die-possible/]&lt;br /&gt;
&lt;br /&gt;
==Barrel Dice==&lt;br /&gt;
[[Image:Barrel Dice.gif|right|thumb|Do a Barrel Roll!]]&lt;br /&gt;
Those weird-ass dice you find on that one dusty shelf behind the counter of your game store.  Rather than platonic shapes with numbers on each side, it&#039;s a prism shape rounded at the ends, with numbers on the long sides.  While not particularly popular, they&#039;re an excellent option for [[d4]]s, since they don&#039;t feel like the torture of a thousand hells to step on.  Supposedly, they roll more evenly without as much bias and are harder to &amp;quot;throw&amp;quot;, but the larger ones have the same problem as [[d50]]s.  Hell, a barrel d50 would never ever stop rolling.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re super poor and can only afford the pencils and paper for your pencil-and-paper RPGs, your can use your pencils as barrel [[d6]]s.&lt;br /&gt;
&lt;br /&gt;
==Crayola Dice==&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
[[Image:Crayolad20.JPG|left]]&lt;br /&gt;
[[Image:Crayoladice.JPG|thumb|This set actually had a d10. That was pretty weird at the time.]]&lt;br /&gt;
Are you old enough to remember when dice didn&#039;t have inked or painted numbers? With the old D&amp;amp;D games, you got soft plastic powder blue dice and a soft white and red crayon. In order to see the numbers you had to fill in the etched spots with the wax. &lt;br /&gt;
&lt;br /&gt;
There were no d10&#039;s either. The d20 was labeled 0-9 twice (fit 2 digits on a die face? IMPOSSIBLE!) so you colored one half of the numbers white and the other half red. It acted as your D10, and if you needed a d20, you declared one color to be +10 before you rolled.&lt;br /&gt;
&lt;br /&gt;
These dice were made out of pretty soft plastic, and after 25 years, most of mine don&#039;t even stop rolling anymore. No more corners.&lt;br /&gt;
&lt;br /&gt;
This has been a bout of nostalgia.&lt;br /&gt;
&lt;br /&gt;
==Narrative Dice==&lt;br /&gt;
Made popular by Fantasy Flight Games, these dice look like typical dice at first glance but then one notices a severe lack of numbers and instead each die having blank sides, sides with one symbol or another, or sides with two symbols. They also tend to be more expensive than your typical bog standard set due to this.&lt;br /&gt;
&lt;br /&gt;
Where they shine, though, is that they can give you not only success or failure like typical numbered dice, but other symbols grant advantage or threat. The whole thing with these is to pick up enough &amp;quot;good&amp;quot; dice and the amount of &amp;quot;bad&amp;quot; dice your GM allots you, roll them all, the cancel out the opposing symbols on both axes described above which can net you much more variety in possible outcomes. Things like &amp;quot;I failed to hit but now my allies have advantage,&amp;quot; or &amp;quot;I hit but got a lot of threat so now the enemies can do some crazy shit&amp;quot; are possible.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
premiumdice.jpg|Premium Dice!&lt;br /&gt;
premiumdice2.png|Premium Dice cont.&lt;br /&gt;
Big_Gay_Purple_d4.png‎|A d4 in the wild, natural weapon readied. As you can see by the notch on the left edge, this one has already claimed a victim.&lt;br /&gt;
Caltrop.jpg|Now that&#039;s just sick and wrong.&lt;br /&gt;
I hope you step on a d4.png&lt;br /&gt;
Go_outside_die.jpg|Try and MAKE me go outside. Fuck off, d12.&lt;br /&gt;
anna_louge_dice.jpg|Even camwhores know that the d20 is sexy, and each face has an exactly 5% chance of appearing.&lt;br /&gt;
DToM.jpg|It is said if not for the trusty D4 the Union would never have one its independance from Britain and the reason no one can beat Russia. As Russia&#039;s savage wilds are famous for its saber toothed white furred D4&#039;s to defend the motherland.&lt;br /&gt;
DiceShamingPoster.png&lt;br /&gt;
Gate Keeping Dice.png|There are people who hate dice, those people are wrong.&lt;br /&gt;
PennyArcade_papvp2_8.jpg|We&#039;re Number One&lt;br /&gt;
Tgdice.png&lt;br /&gt;
Gameof1s.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Chits]] - The nega-dice of yesteryear.&lt;br /&gt;
*[[Dice pool]]&lt;br /&gt;
*[[Exploding die]]&lt;br /&gt;
*[[Fudge dice]]&lt;br /&gt;
*[[D6 System]]&lt;br /&gt;
*[[D20 system]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.dicecollector.com/JM/ Dice Collector gallery of all the dice; all of them]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=tSQIir5xxWc Lou Zocchi trying to get you to buy his dice.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]][[Category:Dice]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dice&amp;diff=176141</id>
		<title>Dice</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dice&amp;diff=176141"/>
		<updated>2023-05-12T10:21:23Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: /* Rolling d100 Using Two d10s */ Editing because we apparently have a second form of holy war&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:dice.jpg|thumb|I COULD JUST DIVE INTO THEM!]]&lt;br /&gt;
[[Image:Uglydie.jpg|thumb|SO FUCKING UGLY. But he has a fetching [[hat]].]]&lt;br /&gt;
[[Dice]] (singular: &#039;&#039;&#039;die&#039;&#039;&#039;&amp;lt;ref&amp;gt;&amp;quot;A cube of cheese no larger than a die/May bait a trap to catch a nibbling mie.&amp;quot; -- Ambrose Bierce&amp;lt;/ref&amp;gt;) are high-impact polyhedra. In [[role-playing games]] and tabletop [[wargame]]s, they are used as randomizers to inject an element of chance into the game. Non-gamers often only know about the six-sided die (hereafter referred to as the d6) thanks to the ubiquity of games like [[Monopoly]] and [[Yahtzee]]. Which dice are used tends to vary by system. [[Dungeons and Dragons]], for instance, makes use of all types. On the other hand, [[White Wolf]] games and Classic Traveller use only ten- and six-sided dice, respectively. On the other hand, some games don&#039;t use dice at all! These tend to be relatively new games like [[Nobilis]] or [[Amber]], or board games that use instead use the abomination known as a spinner (at first a result of war rationing, later used for non-numerical results).&lt;br /&gt;
&lt;br /&gt;
Bear in mind, if you&#039;re not familiar with how statistics work, one d12 does not have the same probability distribution as two d6s (same goes for any combination of die). A single die of good quality will have the same percentage chance for any side to roll, whereas using multiple die will result in a probability distribution resembling a bell curve (in the two d6&#039;s case, seven will be the most common roll, followed by sixs and eights, then fives and nines, and so on). Keep this in mind when you&#039;re doing homebrew rules. Likewise, it&#039;s important to remember that dice can&#039;t roll 0, so the average is 0.5 higher than half the highest number (3.5 for a d6), not simply half.&lt;br /&gt;
&lt;br /&gt;
If you do not have dice for whatever reason, consider &amp;lt;strike&amp;gt;[[chits]]&amp;lt;/strike&amp;gt; getting some fucking dice. Or, since you clearly have a device with an internet connection if you&#039;re reading this, use one of the countless virtual dice rollers available online.&lt;br /&gt;
&lt;br /&gt;
Dice are considered by most people to be impartial arbiters of [[statistics|random chance]]. [[Fa/tg/uy]]s (and craps players) know better. Dice are controlled or at least influenced by the unseen force of Dice Mojo. It is believed that Dice Mojo can be influenced by players through manifold rituals, including:&lt;br /&gt;
&lt;br /&gt;
*Placing a die with the desired number upward, that it &#039;gets used to&#039; that position and tends to return to it.&lt;br /&gt;
*Placing a die with the desired number downward, that the die is tricked into thinking it has already made a bad roll and will produce a good outcome on the subsequent roll.&lt;br /&gt;
*Rolling a die until a string of good rolls are achieved, tapping into a streak of &#039;good mojo&#039; or &#039;rolling out&#039; bad outcomes.&lt;br /&gt;
*Various chants, prayers, threats, and curses made toward the die in order to entice or coerce it into [[Natural 20|producing favorable rolls.]]&lt;br /&gt;
*Being careful not to drop dice or just roll them to pass the time till next turn, as when rolling a twenty, the critical ratio may be &amp;quot;used up&amp;quot; for the day.&lt;br /&gt;
*Building dice towers as tribute to Dice Gods that they may bless one&#039;s dice with good Mojo. &lt;br /&gt;
&lt;br /&gt;
The one true method (at least for those without specialized tools) for finding if a die is cursed or lucky dice however is putting it in a cup of very salty water and seeing which side floats to the top. Clear dice are less vulnerable to these imperfections since their see through nature means manufactures can&#039;t get away with substantial air pockets.&lt;br /&gt;
&lt;br /&gt;
=Dice on /tg/=&lt;br /&gt;
Once upon a time some admin thought that it would be a good idea to give /tg/ a dice rolling mechanism. In practice it&#039;s mostly ignored, or it serves similar purpose as &amp;quot;first person to get doubles&amp;quot; threads, although some enterprising fa/tg/uys have found good uses for them, and it used to be that good fun could be had at the expense of newfags that didn&#039;t know how to work the die-roller properly.  Because your results don&#039;t become visible until you post your comment (and yet for some reason, appear on top of it rather than at its bottom), threads utilizing the feature can be a bit bloated. If you give /tg/ a random table to roll on, then each person responding will have to post once to roll, and once again to remark on their results. That said, it works well for things like the [[Template:40k-Faction-Creation-Tables|40k faction generation tables]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TG dice&#039;&#039;&#039; is what fa/tg/uys call the strange phenomenon whereby /tg/&#039;s random number generator tends to be anything but. The reason for this is that /tg/&#039;s dice aren&#039;t truly random. Like most RNGs it&#039;s actually a pseudo-random generator tied to 4chan&#039;s server clock. The effect usually isn&#039;t that dramatic, but fatguys love to blame it for their shit rolls anyhow.&lt;br /&gt;
&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
=Types of Dice=&lt;br /&gt;
==d0==&lt;br /&gt;
Nobody knows what a 0-sided dice looks like, and they are useless anyway because they always land on a 42 for some reason.&lt;br /&gt;
&lt;br /&gt;
==d1==&lt;br /&gt;
[[Image:Mobius dice.jpg|thumb|100px]]&lt;br /&gt;
Rolling this visually elusive die involves armed, digited humanoids gesturing with one arm while extending only a single centralmost digit of its hand and informing the party what&#039;s gonna happen.  The few one sided dice that exist are either just a ball with the number 1 written on them, or a mobius ring.&lt;br /&gt;
&lt;br /&gt;
It is the damage die for unarmed strikes in 5e, assuming you don&#039;t have a feat or class that upgrades them.&lt;br /&gt;
&lt;br /&gt;
==d2==&lt;br /&gt;
[[Image:D2.gif|thumb|200px|left|A d2. Careful not to spend it all in one place.]]&lt;br /&gt;
[[Image:Actual d2.jpg|thumb|200px|A more literal version that definitevely costs more than the penny you could be using instead, it can double as a less hazardous d4 however]]&lt;br /&gt;
&lt;br /&gt;
A d2 isn&#039;t a die - it&#039;s a coin.&lt;br /&gt;
&lt;br /&gt;
You flip the fucking thing. Heads count as 1, Tails count as 2.&lt;br /&gt;
&lt;br /&gt;
You can, alternately, roll any other die - counting odds as 1 and evens as 2.&lt;br /&gt;
&lt;br /&gt;
===In Various Works===&lt;br /&gt;
d2s are used with disturbing frequency in both CCGs and RPGs. They are used in most two player card games, with the notable exception of [[Yu-Gi-Oh]] using rock paper scissors as the preferred method, to determine who gets the first turn. Since this requires players have a coin to play &#039;&#039;anyways&#039;&#039;, most TCGs have some oddball cards that use coin flips for random effects. They rarely show up in serious matches because the vast majority of these would be crap even if you &#039;&#039;could&#039;&#039; ensure the outcome. The [[Pokemon]] TCG bucked the trend of this being unusual and (especially early on) has such effects be common.&lt;br /&gt;
&lt;br /&gt;
The RPG &#039;&#039;Bean!&#039;&#039; is a d2-based game, and it&#039;s actually pretty good.&lt;br /&gt;
&lt;br /&gt;
Loaded d2s, known as double sided coins, are extremely popular in fiction. This is probably because they&#039;re the easiest die to recognize as/prove is loaded, and the most consistent.&lt;br /&gt;
&lt;br /&gt;
===Also Currency===&lt;br /&gt;
The d2 are the only dice you can put in a vending machine and spend for candy. With string and a sufficient dexterity score, you don&#039;t even have to &amp;quot;spend&amp;quot; the d2 at all (This only works on 50 year old or so vending machines).&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d3==&lt;br /&gt;
Not much to say about it.&lt;br /&gt;
[[Image:D3.jpg|thumb|right|The D3...]]&lt;br /&gt;
[[Warhammer 40k]] uses D3&#039;s &amp;lt;s&amp;gt;every once in awhile&amp;lt;/s&amp;gt; [[Warhammer_40,000/Tactics(8E)| all the time]] - [[Manticore Rocket Launcher|Manticores]], &amp;amp; other cases such as +D3 attacks, 2 + D3 objectives, etc. Most of the time, they don&#039;t actually use a D3 - they just roll a [[d6]], at which points three schools of thought engage in a holy war:&lt;br /&gt;
* A few subtract 3 from any result that&#039;s 4 or higher. So, for example, a 5 becomes a 2.&lt;br /&gt;
* The others divide the result by two, rounding up. So, for example, a 5 becomes a 3.&lt;br /&gt;
*&amp;lt;strike&amp;gt;Lazy people just assign the value of 1 to the first 2 numbers, and so on. For example, a 4 would be a 2.&amp;lt;/strike&amp;gt; This method and the method above will yield the same results. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;rolls d6, getting a 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;divides by 2, rounding up to get 2&lt;br /&gt;
&lt;br /&gt;
&amp;gt;assigns 1-2 to 1, 3-4 to 2, 5-6 to 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;2 == 2&lt;br /&gt;
&lt;br /&gt;
&amp;gt;CP rerolls, this time getting a 5&lt;br /&gt;
&lt;br /&gt;
&amp;gt;5/2 rounding up = 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;assigning values yields 3&lt;br /&gt;
&lt;br /&gt;
&amp;gt;3 == 3&lt;br /&gt;
&lt;br /&gt;
The 40k rulebook explicitly proselytizes the second option, which means the former is [[heresy]]. Other games don&#039;t really care as much.&lt;br /&gt;
&lt;br /&gt;
Actual d3s come in two major flavours: The weird triangular nublette things seen to the right, which are largely used by people who think having weird dice makes you interesting, and d6es which had 1, 2 and 3 written on them twice, used by people who like to build things out of dice. &lt;br /&gt;
&lt;br /&gt;
Since you can readily simulate a d3 result easily enough without obtaining extra dice why in the hell would you bother?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Because I have OCD, that’s why!&amp;lt;/s&amp;gt; Because collecting is fun, and [[Dungeons &amp;amp; Dragons|DnD]] already has enough math.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d4==&lt;br /&gt;
[[image:D4.jpg|thumb|right|This fucker will hurt more than any lego.]]&lt;br /&gt;
A tetrahedral [[dice|die]] that has the second-sharpest points of any die (only the [[d8]] is sharper), and, appropriately enough, has four sides. Used by Wizards, small weapons, and low-caliber firearms in d20 modern. At least it gets more love than the [[d12]], which probably falls asleep every night in a pool of tears and melted butter.&lt;br /&gt;
&lt;br /&gt;
There are two ways to print the numbers on a D4. On one, the numbers are arranged on the corners of each face, and so the number at the top (it will always be three of the same number) is what you actually rolled. On the other kind, the numbers are arranged in the middle of each side of the face, and so the number on the bottom (again, it will always be three of the same number) tells you what you rolled.  Oldfags will insist the &amp;quot;numbers on the bottom&amp;quot; d4 is the one true way, despite the fact that they need the full power of their coke-bottle glasses to see the numbers.  [[Skub|Don&#039;t argue]] with &#039;em, just keep using the d4s that you and everyone at the table can read.&lt;br /&gt;
&lt;br /&gt;
===Fucking Caltrops===&lt;br /&gt;
Whilst the d4 isn&#039;t as sharp as a d8, it has one major bit of natural defense - no matter what way it lands, it will have a point face-up. Because it&#039;s the smallest die, care needs to be used - if one escapes its dice-box and into the wild, it will wait, with its [[Bear Lore|natural weapon]] ready, for the exact moment someone walks into its vicinity barefoot to strike, whereupon it will inflict some surprisingly-vicious puncture wounds.&lt;br /&gt;
&lt;br /&gt;
Somewhat related, in D&amp;amp;D Caltrops inflict 1d4 damage. [[Just as planned|Coincidence]]?&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d6==&lt;br /&gt;
&#039;&#039;Not the same thing as the [[D6 System]] by [[West End Games]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube_template.gif|thumb|do-it-yourself kit]]&lt;br /&gt;
If you don&#039;t know what a d6 is, holy shit are you in the wrong place.&lt;br /&gt;
Go back to playing [[Monopoly]] in your blissful ignorance that it uses two of them.&lt;br /&gt;
&lt;br /&gt;
A d6 with indented pips and rounded corners has a significantly higher chance of rolling a one than anything else. Do not trust them. Unless you&#039;re rolling Morale tests, in which case start praying for a one...now.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: Do you own a regular #2 pencil? If so, congratulations, [[Barrel dice|you have a d6]].&lt;br /&gt;
&lt;br /&gt;
See [[Cubes]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Delta-6===&lt;br /&gt;
A die-rolling method for numbers from 0-5 with a particular curve.&lt;br /&gt;
&lt;br /&gt;
Roll two d6, and subtract the smaller from the larger.&lt;br /&gt;
&lt;br /&gt;
The curve looks like this:&lt;br /&gt;
{|style=&amp;quot;border:1px solid black;&amp;quot; cellspacing=0 cellpadding=3&lt;br /&gt;
! roll !! odds % !! &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1/6 16.7% || &amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5/18 27.8% || &amp;lt;tt&amp;gt;##########&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2/9 22.2% || &amp;lt;tt&amp;gt;########&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1/6 16.7% || &amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1/9 11.1% || &amp;lt;tt&amp;gt;####&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1/18 5.5% || &amp;lt;tt&amp;gt;##&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d7==&lt;br /&gt;
[[Image:D7 1.jpg|thumb|left|The bizarre d7. This wasn&#039;t even on this page until 2020.]]&lt;br /&gt;
[[File:D7 2.jpg|thumb|right|This thing costs £4.95 ($6.38)]]&lt;br /&gt;
It exists. Use for whatever reason you could possibly need a d7 for.&lt;br /&gt;
&lt;br /&gt;
In seriousness, there are very limited uses for this die. Maybe you could use it to randomly select a day or some shit. They&#039;re also advertised for use in seven-player backgammon games.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d8==&lt;br /&gt;
The eight-sided die is an octohedron: one of the symmetrical polyhedra known as the &amp;quot;Platonic solids.&amp;quot;&lt;br /&gt;
[[Image:Buncha_d8s.jpg|thumb|right|A wild herd of d8s]]&lt;br /&gt;
&lt;br /&gt;
Despite being a &amp;quot;Platonic&amp;quot; solid, it looks like two pyramids caught in the beautiful act of reproduction. Long live the dice race.&lt;br /&gt;
&lt;br /&gt;
A d8 was always used for hit points for [[Dungeons &amp;amp; Dragons]] monsters, and in Advanced D&amp;amp;D it was used for those classes that have more hit points but weren&#039;t supposed to be as butch as Fighters or Paladins.&lt;br /&gt;
&lt;br /&gt;
Eight-sided dice also have the most variations with weird not-numbers stuff on them, like compass directions, random weather, letters.  They&#039;re also used as below-bargain-basement minifigs because one point is always off the table, like a big nose, or turret.&lt;br /&gt;
&lt;br /&gt;
When you played Dragon Dice, the d8s were the terrain, which could change under your feet without moving your army, somehow.&lt;br /&gt;
&lt;br /&gt;
James Ernest came up with a game &amp;quot;Dogfight&amp;quot; that uses d8s for their numbers, for being pointy and for turning in circles when you try to roll them like wheels... then he remembered that people put weird shit on d8s and he came up with a new game called &amp;quot;DiceLand,&amp;quot; which is a beautiful game.&lt;br /&gt;
&lt;br /&gt;
[[Fantasy Flight Games]] fucking *loves* themselves some d8s. Their games make you wonder if all their parents were killed in a horrible cube-shaped accident.&lt;br /&gt;
&lt;br /&gt;
Also the [[Neon Genesis Evangelion|Fifth Angel]] is a huge floating d8.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d10==&lt;br /&gt;
[[Image:Ten-sided die.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s a [[die]]. With ten sides. Pretty simple concept.&lt;br /&gt;
&lt;br /&gt;
It&#039;s in the shape of a pentagonal trapezohedron. You can stand it on its point and spin it like a top.  You should not do this, however, as it is the universal sign of boredom and is considered faux pas in most gaming circles.&lt;br /&gt;
&lt;br /&gt;
The tenth side usually bears only a zero, but you should still read it as &amp;quot;ten&amp;quot; because you want your result to be 1-10, not 0-9.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rolling d100 Using Two d10s===&lt;br /&gt;
[[Image:D10_bronze_thorns.jpg|thumb|Your d10 dice are not this good-looking. But they are probably easier to read from across the table.]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Heresy|Some Systems]] require you to roll d100s frequently. There&#039;s a better way of doing it than rolling a golf ball with 100 sides. &lt;br /&gt;
&lt;br /&gt;
Get out two d10s. Use one die to denote the singles digit and another die to denote the tens digit. Some d10s have two digits per side (see above) to make differentiating your digits easier, but you can roll d100 with any two d10, provided you specify beforehand which die is the tens and which the ones.&lt;br /&gt;
&lt;br /&gt;
Much as with the d3, the next step is where two sides now engage in renewed holy war:&lt;br /&gt;
*Either you treat both dice as 0-9. Did you roll a &#039;&#039;&#039;20&#039;&#039;&#039; and a &#039;&#039;&#039;4&#039;&#039;&#039;? That&#039;s a &#039;&#039;&#039;24&#039;&#039;&#039;. A &#039;&#039;&#039;90&#039;&#039;&#039; and a &#039;&#039;&#039;1&#039;&#039;&#039;? &#039;&#039;&#039;91&#039;&#039;&#039;. A &#039;&#039;&#039;00&#039;&#039;&#039; and a &#039;&#039;&#039;5&#039;&#039;&#039;? Just a &#039;&#039;&#039;5&#039;&#039;&#039;. The drawback is the possibly ambiguous result of two zeroes: a &#039;&#039;&#039;00&#039;&#039;&#039; and a &#039;&#039;&#039;0&#039;&#039;&#039;. Obviously you rolled a &#039;&#039;&#039;100&#039;&#039;&#039;. Why? Because the alternative is a &#039;&#039;&#039;0&#039;&#039;&#039; which you can never roll with any other die. That, and the system assumes a roll from &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;100&#039;&#039;&#039;, not &#039;&#039;&#039;0&#039;&#039;&#039; to &#039;&#039;&#039;99&#039;&#039;&#039;.&lt;br /&gt;
*Alternatively, you treat both dice as 1-10. The drawback is that if you roll a &#039;&#039;&#039;50&#039;&#039;&#039; and a &#039;&#039;&#039;10&#039;&#039;&#039;, you need to do some basic addition because you&#039;ve just rolled a 60.&lt;br /&gt;
&lt;br /&gt;
Mathematically, each digit is determined in an independent manner. There are exactly 10*10=100 two-digit combinations, all equally likely. You now have a uniform distribution of 100 different results, as desired.&lt;br /&gt;
&lt;br /&gt;
This means that as with most forms of religious conflict, neither side is truly superior, as long as you&#039;re consistent then you&#039;ve replicated a d100 without needing to buy a golf ball with numbers on it. Anyone who legitimately thinks the other way to roll is somehow &amp;quot;wrong&amp;quot; is likely [[Grognard|the hairiest of neckbeards]] or [[That Guy|has a stick shoved so far up their ass that their nose is blocked]].&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d12==&lt;br /&gt;
[[Image:D12_Cries.jpg|thumb|right]]&lt;br /&gt;
The [[d12]] is the loneliest die. It is used for barbarian hit dice and greataxe damage in [[Dungeons &amp;amp; Dragons]].  The fact that [[Orcs]] (and [[Half-Orcs]]) are both the most common barbarians and the most common wielders of greataxes, it is suspected that Gruumsh is the head of a conspiracy aiming to eliminate the [[d10]] in favor of the [[d12]], in order to &amp;quot;purify&amp;quot; dice sets so that they consist only of true platonic solids.&lt;br /&gt;
&lt;br /&gt;
Observant smar/tg/uys will notice that d12 are the hitdice used for undead and dragons instead of the usual [[d8]]s.&lt;br /&gt;
&lt;br /&gt;
[[d12]] is the highest stats can ordinarily go in [[Savage Worlds]] or [[Ironclaw]]. [[BBEG]]s and [[DMPC]] [[Mary Sues]] can have [[d20]], but it&#039;s hella rare.&lt;br /&gt;
&lt;br /&gt;
[[d12]] shows up in [[Cthulhu]]-themed games, like Pokethulhu or [[Cthulhu Dice]], probably because [[d12]] is just as beautiful and graceful as the mighty Cthulhu.&lt;br /&gt;
&lt;br /&gt;
One of the few places where the [[d12]] is not lonely, and is in fact used a great deal, is the [[Dragonmech]] campaign setting. Its chief use there is for damage rolls with mech weaponry.&lt;br /&gt;
&lt;br /&gt;
[[Alternity]] was very friendly to the [[d12]], choosing to throw the [[d10]] under the bus instead because it wasn&#039;t far enough away from the [[d8]] to work as a difficulty step.&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Second Edition|Pathfinder 2e]] makes good use of these. Since 2d6 weapons don&#039;t exist in this system, more weapons use the d12.&lt;br /&gt;
&lt;br /&gt;
If you’re on a budget, the [[d12]] is your best friend, capable of functioning as a [[d3]], [[d4]], [[d6]], and even a [[d10]] or [[d8]] in a pinch. Not that useful, but it can still come in handy.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d16==&lt;br /&gt;
[[File:d16.jpg|thumb]]&lt;br /&gt;
Used basically just in [[Blood Bowl]] to randomly select a player on a team (which has a max of 16 players). Originally introduced by the [http://www.thenaf.net/the-naf/history/ NAF] in 2013 (when G-Dubs refused to license their block dice anymore), [[GW]] wised up in their 2016 edition of the game and added it to their product line, replacing the old method of drawing a [[chits|chit]] from a cup.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d20==&lt;br /&gt;
[[Image:Green_d20.jpg|thumb|&#039;&#039;&#039;BOW DOWN BEFORE YOUR GOD&#039;&#039;&#039;]]&lt;br /&gt;
Your best friend and worst enemy.&lt;br /&gt;
&lt;br /&gt;
Before [[TSR]]/[[Wizards of the Coast]] tried to trademark &amp;quot;d20&amp;quot;, every gamer knew what the fuck an icosahedron is, and why &amp;quot;natural 20&amp;quot; is a gift from God.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Truth About 20-Sided Dice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a limited number of “twenties” in any given d20. That is, no matter how many times you roll a d20, you cannot roll another twenty once the supply has run out. These twenties can only be replenished by rolling a corresponding one with the same die. Thus every gamer is duty-bound to protect their supply of good rolls. If a friend rolls a twenty using your die, not only have they stolen your good roll, but they have doomed you to the extra one required to replenish the twenty.&lt;br /&gt;
&lt;br /&gt;
Some players get excited when they roll several twenties in a row, concluding the dice are “hot”. Don’t make this blunder! This is like driving your car for 400 miles without gassing up, and then concluding that your car is a perpetual motion machine. After a few good rolls, pass the die off to an unwitting companion and let them charge it up for you.&lt;br /&gt;
&lt;br /&gt;
Statisticians have known about this behavior for years. They call it “the probability seesaw”. Unlike the bell-shaped curve, in the seesaw system the odds of rolling high or low is directly proportional to what has been rolled in the past. They usually pretend this isn’t true. If a statistician hands you a die insisting that “any given roll has the same odds of rolling a one or a twenty”, it means he’s handing you a depleted die in the hopes of taking advantage of you. Don’t fall for it!&lt;br /&gt;
&lt;br /&gt;
Now the secret is yours. Please put this knowledge to good use*.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*By “good use” I mean, “take advantage of other players”.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=center| The &#039;&#039;&#039;[[d20 System]]&#039;&#039;&#039; for role playing came later.&amp;lt;br/&amp;gt;&lt;br /&gt;
Like eighteen centuries later.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t believe me?  Check this out:&lt;br /&gt;
|[[Image:2nd_century_Roman_d20.jpg|center|thumb|200px|2nd century Rome, bitches]]&lt;br /&gt;
|}&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d30==&lt;br /&gt;
[[Image:D30_olympic.jpg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
Only ever used for those critical-hit tables when you rolled a natural [[D20|20]].&lt;br /&gt;
Or if your DM was rolling damage and felt like being a dick.&lt;br /&gt;
&lt;br /&gt;
But man, would it leave a bruise when your little sister threw it at your head.&lt;br /&gt;
 {{clear}} &lt;br /&gt;
&lt;br /&gt;
==d34==&lt;br /&gt;
[[Image:D34.jpg|thumb|right|[[Extra Heresy|WHY?!]]]]&lt;br /&gt;
&lt;br /&gt;
Yes, they exist. Apparently if you roll 3 of them and subtract 2 from the total, you get a normal distribution from 1-100, assuming that&#039;s your idea of a good time.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==d50==&lt;br /&gt;
[[Image:D50_Alan_Davies.jpg|thumb]]&lt;br /&gt;
[[Rage|Fifty goddamn sides!!!!]]&lt;br /&gt;
&lt;br /&gt;
For when you want to do 2-100 points of damage with a vaguely normal distribution. &lt;br /&gt;
&lt;br /&gt;
... yeah, I don&#039;t know either&lt;br /&gt;
&lt;br /&gt;
It also doubles as a golf ball.&lt;br /&gt;
 {{clear}} &lt;br /&gt;
&lt;br /&gt;
==d100==&lt;br /&gt;
[[File:Zocchihedron2.jpg|300px|thumb|right|Golfball.jpg]]&lt;br /&gt;
Take that, d50&#039;s!&lt;br /&gt;
&lt;br /&gt;
They&#039;re useful when you really want to take 5 minutes to find out if you hit something in [[Dark Heresy]]. In other words, better just use a pair of [[D10]]&#039;s like a normal human being.&lt;br /&gt;
&lt;br /&gt;
Apparently it took about 6 years to make this die. I guess this means that it takes 6 years to put the numbers 1-100 on a fucking golf ball.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
It may seem awesome when you see it, but as soon as you get one (and whoever&#039;s selling it to you is also aware of how unspeakably lame it is, and will probably even tell you) you will find that it has two major flaws: it takes about a minute to stop fucking rolling around and if you aren&#039;t blessed with a perfectly level playing surface you will never find out exactly what you&#039;ve rolled (and when there are six other numbers right next to the 100 and 1, that&#039;s a pretty big problem).  Oh, and to top it off, it isn&#039;t even very balanced, so it&#039;s effectively a loaded die.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you hate your friends, show up to your next meeting and sweep all the d10s off the table, then drop your d100 right in the middle with a theatrical gesture and watch as everyone is mesmerized by its incessant rolling (see: takes about a minute to stop fucking rolling around). Take this opportunity to pocket the d10s, run away and never come back.&lt;br /&gt;
&lt;br /&gt;
[[FATAL]] seemed to expect you to use this (but then again FATAL expects you to play FATAL so you can&#039;t expect much).&lt;br /&gt;
&lt;br /&gt;
Seriously, though, let the cat play with it so they&#039;ll keep away from the other dice.&lt;br /&gt;
 {{clear}}&lt;br /&gt;
&lt;br /&gt;
==d120==&lt;br /&gt;
This is the most number of sides that a die can have while being &#039;mathematically fair die&#039; (that doesn&#039;t have the dual problems of rolling forever and being prohibitively hard to read). The d120 stops rolling after a reasonable time (with the condition that this only applies if you don&#039;t roll with &#039;too much force&#039;). It is also a bit tricky to read (but still perfectly possible). The company that sells the die points out that it can act as any of the standard 7 dice (d4, d6, d8, d10, d10 of 10s, d12, and d20). And thanks to the chart they released for free, you don&#039;t even have to do the math yourself [http://thedicelab.com/d120tables.html]. Of course for the d100 roll you&#039;ll have to roll the d120 twice, roll 2 d120, or use a die other than the d120 (although you could still use the d120, e.g. a d10 and a d120). [http://nerdist.com/this-d120-is-the-largest-mathematically-fair-die-possible/]&lt;br /&gt;
&lt;br /&gt;
==Barrel Dice==&lt;br /&gt;
[[Image:Barrel Dice.gif|right|thumb|Do a Barrel Roll!]]&lt;br /&gt;
Those weird-ass dice you find on that one dusty shelf behind the counter of your game store.  Rather than platonic shapes with numbers on each side, it&#039;s a prism shape rounded at the ends, with numbers on the long sides.  While not particularly popular, they&#039;re an excellent option for [[d4]]s, since they don&#039;t feel like the torture of a thousand hells to step on.  Supposedly, they roll more evenly without as much bias and are harder to &amp;quot;throw&amp;quot;, but the larger ones have the same problem as [[d50]]s.  Hell, a barrel d50 would never ever stop rolling.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re super poor and can only afford the pencils and paper for your pencil-and-paper RPGs, your can use your pencils as barrel [[d6]]s.&lt;br /&gt;
&lt;br /&gt;
==Crayola Dice==&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
[[Image:Crayolad20.JPG|left]]&lt;br /&gt;
[[Image:Crayoladice.JPG|thumb|This set actually had a d10. That was pretty weird at the time.]]&lt;br /&gt;
Are you old enough to remember when dice didn&#039;t have inked or painted numbers? With the old D&amp;amp;D games, you got soft plastic powder blue dice and a soft white and red crayon. In order to see the numbers you had to fill in the etched spots with the wax. &lt;br /&gt;
&lt;br /&gt;
There were no d10&#039;s either. The d20 was labeled 0-9 twice (fit 2 digits on a die face? IMPOSSIBLE!) so you colored one half of the numbers white and the other half red. It acted as your D10, and if you needed a d20, you declared one color to be +10 before you rolled.&lt;br /&gt;
&lt;br /&gt;
These dice were made out of pretty soft plastic, and after 25 years, most of mine don&#039;t even stop rolling anymore. No more corners.&lt;br /&gt;
&lt;br /&gt;
This has been a bout of nostalgia.&lt;br /&gt;
&lt;br /&gt;
==Narrative Dice==&lt;br /&gt;
Made popular by Fantasy Flight Games, these dice look like typical dice at first glance but then one notices a severe lack of numbers and instead each die having blank sides, sides with one symbol or another, or sides with two symbols. They also tend to be more expensive than your typical bog standard set due to this.&lt;br /&gt;
&lt;br /&gt;
Where they shine, though, is that they can give you not only success or failure like typical numbered dice, but other symbols grant advantage or threat. The whole thing with these is to pick up enough &amp;quot;good&amp;quot; dice and the amount of &amp;quot;bad&amp;quot; dice your GM allots you, roll them all, the cancel out the opposing symbols on both axes described above which can net you much more variety in possible outcomes. Things like &amp;quot;I failed to hit but now my allies have advantage,&amp;quot; or &amp;quot;I hit but got a lot of threat so now the enemies can do some crazy shit&amp;quot; are possible.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
premiumdice.jpg|Premium Dice!&lt;br /&gt;
premiumdice2.png|Premium Dice cont.&lt;br /&gt;
Big_Gay_Purple_d4.png‎|A d4 in the wild, natural weapon readied. As you can see by the notch on the left edge, this one has already claimed a victim.&lt;br /&gt;
Caltrop.jpg|Now that&#039;s just sick and wrong.&lt;br /&gt;
I hope you step on a d4.png&lt;br /&gt;
Go_outside_die.jpg|Try and MAKE me go outside. Fuck off, d12.&lt;br /&gt;
anna_louge_dice.jpg|Even camwhores know that the d20 is sexy, and each face has an exactly 5% chance of appearing.&lt;br /&gt;
DToM.jpg|It is said if not for the trusty D4 the Union would never have one its independance from Britain and the reason no one can beat Russia. As Russia&#039;s savage wilds are famous for its saber toothed white furred D4&#039;s to defend the motherland.&lt;br /&gt;
DiceShamingPoster.png&lt;br /&gt;
Gate Keeping Dice.png|There are people who hate dice, those people are wrong.&lt;br /&gt;
PennyArcade_papvp2_8.jpg|We&#039;re Number One&lt;br /&gt;
Tgdice.png&lt;br /&gt;
Gameof1s.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Chits]] - The nega-dice of yesteryear.&lt;br /&gt;
*[[Dice pool]]&lt;br /&gt;
*[[Exploding die]]&lt;br /&gt;
*[[Fudge dice]]&lt;br /&gt;
*[[D6 System]]&lt;br /&gt;
*[[D20 system]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.dicecollector.com/JM/ Dice Collector gallery of all the dice; all of them]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=tSQIir5xxWc Lou Zocchi trying to get you to buy his dice.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Mechanics]][[Category:Dice]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Universal_Carrier&amp;diff=518574</id>
		<title>Universal Carrier</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Universal_Carrier&amp;diff=518574"/>
		<updated>2023-05-12T08:23:46Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{British}}&lt;br /&gt;
[[File:Universal Carrier.png|thumb|&amp;quot;Oi Wilson, watch where you swinging that gun ya blighter.&amp;quot;]]&lt;br /&gt;
{{Topquote|Where a goat can go, a man can go. Where a man can go, he can drag a gun.| William Phillips, Major General of the British Army}}&lt;br /&gt;
&lt;br /&gt;
The Universal carrier, more commonly known as the Bren Carrier, holds the record as the most produced armored vehicle in history. It primarily served in the British Army as an IFV equipped with a Bren LMG (Thus the name). It had a reputation as being a reliable workhorse. Much like the [[M4 Sherman|Sherman]] or [[Churchill]], there were variants for just about anything.&lt;br /&gt;
&lt;br /&gt;
==Early War==&lt;br /&gt;
[[File:Universal Carrier Statcard.jpg|thumb|left|These are the stats lad.]]&lt;br /&gt;
&lt;br /&gt;
==Mid War==&lt;br /&gt;
&lt;br /&gt;
==Late War==&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
Where the Wehrmacht had Trucks (and horses) and the Soviets had Trains (and horses), the British had the Universal Carrier (and no horses). Designed in the 30s, The Bren Carrier was first produced to meet a request from the War office for a replacement for their current fleet of Artillery Tractors. Several variants were intially, ordered, but eventually a single design was settled upon to be the &amp;quot;Universal&amp;quot; design. The Universal Carrier was so ubiquitous, it could be found wherever the British had a presence (so, everywhere), with this ubiquity (and the general level of mechanisation of the British Army) in part due to the massive depletion of British horse supplies due to [[The World Wars#The First World War|that previous kerfuffle]] and the loss of their stud farms in Ireland after its independence.&lt;br /&gt;
&lt;br /&gt;
Most often Bren Carriers served in their intended roles as Artillery tugs, and were mostly used to drag QF-6 pounders. However, they also served in Carrier sections and usually carried either a Boys AT rifle or a PIAT, as well as a 2 in. Mortar in each section in addition to the Bren guns equipped on each vehicle. While the British did experiment with Mechanized battalions (in halftracks and the like), the majority of their infantry tended to travel with heavy equipment towed by Universal Carriers, or under support of their tanks. &lt;br /&gt;
&lt;br /&gt;
Of the Subvariants, the most notable and interesting are the Wasp, which carried a Flamethrower, and the Praying Mantis, a development by the British to provide fighting platforms for their troops that could see over the Hedgerows being used by the Germans during the Normandy campaign, though ultimately this design saw limited service.&lt;br /&gt;
&lt;br /&gt;
{{Template: British Forces in Flames of War}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Eldar&amp;diff=66404</id>
		<title>Warhammer 40,000/9th Edition Tactics/Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Eldar&amp;diff=66404"/>
		<updated>2023-05-11T14:16:06Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: Undo revision 887121 by Jason (talk) Pro-tip, don&amp;#039;t try to edit this site via ChatGPT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Eldar]] tactics. [[Warhammer_40,000/Tactics/Eldar(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why play Eldar?==&lt;br /&gt;
The &amp;lt;s&amp;gt;[[ChapterHouse_Studios#Result|Aeldari]] [[ChapterHouse_Studios#Result|Elves]]&amp;lt;/s&amp;gt; [[Eldar]] are all about elegance, efficiency, finesse, style, and precision, and are basically alone in this aesthetic among the races of Warhammer 40,000. In the game, the Eldar are a fast army with great guns, awesome toys and the resilience of strawberry shortcake. Each unit plays a very particular role, usually, everyone in a squad has the same gun and the squad as a whole aims for one goal, as opposed to squads of dudes each toting a different gun for a different kind of foe. This can help new players by not forcing them to keep all of a squad&#039;s weaponry in mind, but it also requires you move the right squad for the job to the right place, which can be tactically challenging. An ill-positioned Eldar squad has a greater chance of doing nothing than those of other armies. Some units, like Jetbikes, overcome this disadvantage with superior speed and mobility. This is huge in a game where most of the missions are about capturing objectives. If you are the kind of elf who likes it [[Just As Planned | when a plan comes together]], you might be tactical enough to lead the Eldar to their victory upon the battlefield.&lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
*Craftworld eldar are still one of the fastest armies around. Outside a few notable exceptions, the slowest movement speed for your infantry is 7&amp;quot;. This isn&#039;t factoring the extra d6&amp;quot; most of said infantry get effectively for free courtesy of Battle Focus. &lt;br /&gt;
&lt;br /&gt;
*Most of your roster that has a movement speed of 10&amp;quot; or more also has the {{W40kKeyword|Fly}} keyword as well, letting them soar over terrain and hostile units completely unimpeded. Especially since they don&#039;t suffer -1 to hit for heavy weapons.&lt;br /&gt;
&lt;br /&gt;
*As ever, non-vehicle units in a Craftworld list are specialized to tackle very specific jobs. Infantry in particular are all geared up with the same tools through and through, ensuring that every model contributes to the task at hand equally as effectively.This  can make keeping track of each unit and what they&#039;re built to do easier for newer players.&lt;br /&gt;
*Aspect squad Exarchs can be upgraded to absolutely shred. A Banshee Exarch properly tooled up is arguably better than Jain Zar, and is much cheaper. Exarchs are true murder machines this edition. &lt;br /&gt;
*Many of the special weapons eldar have access to hit like a truck, with even the humble Shuriken Catapult being capable of slicing through heavy armor with (conditional) ease.&lt;br /&gt;
*Between 3 separate psychic disciplines split into 24 (18) different powers, Craftworld eldar have one of the most extensive psychic support libraries available in the game, not counting Ynnari or Harlequin armies. If that in itself wasn&#039;t enough, actually casting these powers is made relatively consequence free: Farseers are immune to Perils and when paired with a Warlock (Conclave), they can add as much as a +3 to any of their psychic tests to borderline guarantee their powers are cast successfully.&lt;br /&gt;
*Craftworlders can take Dark Eldar or Harlequin allied detachments. Your allies are actually decent unlike some factions.&lt;br /&gt;
*Where psychic support doesn&#039;t reach, your suite of stratagems has you covered. Between being able to fire upon an enemy unit arriving out of reserves &#039;&#039;during&#039;&#039; their turn, cast an extra psychic power from your Farseer, screw with your opponent by redeploying several key units before the battle begins, or simply the tried and true eldar tradition of moving in, shooting, then running away, you have a good selection of tricks up your sleeve [[Just as Planned|for when the pieces fall into place]].&lt;br /&gt;
*Outside the basic Guardian infantry, much of your army has a pretty solid leadership stat.&lt;br /&gt;
*While Craftworlders cannot cast nearly as many powers per turn as Thousand Sons or Grey Knights, you have access to more powers and with right stratagems you can cast them with outstanding confidence. All your units are expensive and more fragile than their counterparts of other factions, but with the right psychic/stratagem support you can make even a lowly guardian unit as tough as Custodes and Banshees into melee blenders and I&#039;m not even talking what you can make Wraithblades or Shining Spears into.&lt;br /&gt;
*Eldar vehicles like the Falcon and Fireprism have lots of smooth paneling that is not only easy to paint on, but also offers a lot of real estate to do elaborate freehand details, or exotic patterns like scales, tiger stripes, or flames.  Compared to other factions with blocky armor and more exposed mechanicals, painting Eldar to look good takes more skill, but rewards it with having more potential.&lt;br /&gt;
*Battle Focus allows for all the move-shoot-move shenanigans you might want.&lt;br /&gt;
&lt;br /&gt;
====Cons==== &lt;br /&gt;
*Though a sight more durable than their clown or evil cousins, your roster suffers from subpar armor and toughness compared to many other factions. Your infantry (bar the Wraith units) are well and truly threatened en-masse by the basic weaponry of virtually every other faction in the game while the anti-vehicle weaponry available to most opponents can burn through the slightly weaker armor on your hover tanks with greater ease than they would against their counterparts in other factions. You need to hit first and hit hard. This is even more crucial in 9th edition now that hit modifiers no longer stack, removing the one major (spammable) defense you had.&lt;br /&gt;
*You know how Imperial factions have troop choices that you actually &#039;&#039;want&#039;&#039; to take, because they&#039;re that good? Flexible, cost efficient and, most importantly, deadly? Yeah, [[FAIL|we don&#039;t do that here]]. Your troop slots are inarguably a tax due to how expensive per model they are and/or how little they actually contribute once they&#039;re on the table. You&#039;re pretty much only ever going to want to take the bare minimum troop choices necessary to field a Battle-Forged army if you&#039;re wanting to stay competitive.&lt;br /&gt;
**Not helping things is that the Dire Avengers, one of your most reliable units who can fight worth a damn, got thrown into the overcrowded Elites slot. Though at the same time they did get a lot better.&lt;br /&gt;
*You pay a bit of a premium for your aspect warriors and wraiths, point wise. The latter moreso than the former but expect to pay between 17 and 25 points per model for the most part, up to 30 in the most extreme of circumstances and 40 for your small wraith units. And that&#039;s without any upgrades. You&#039;re gonna feel losses when you take them&lt;br /&gt;
*Where specialization is fantastic when your Aspect Warriors are doing the job they were built for, it&#039;s a death sentence in almost every other circumstance. With static loadouts and no flexibility available to your infantry (and some vehicles), your units will struggle to accomplish anything meaningful when caught outside their element. While this can introduce a welcome tactical challenge for more experienced players, newer players may find their units taking severe punishment for seemingly minor mistakes.&lt;br /&gt;
*The maximum range on most of your guns is notably shorter in comparison to other armies&#039; equivalents. While your units can close the distance to use them much more quickly due to their mobility, it guarantees they&#039;re respectively going to be in range for a retaliatory volley of firepower or even an enemy charge. Unless you completely finish off a unit you&#039;re attacking or exploit Battle Focus to hide after shooting, expect casualties.&lt;br /&gt;
*9th ed has focused on cramming your army into one detachment rather than 8th encouraging multiple, combine that with the new codex putting more units into the elite slot on top of those that resided there... yeah, you might be hurting for slots a bit. &lt;br /&gt;
*Though the start of 2022 came out swinging with some much needed model revamps, with even the first brand new unit in years... a significant portion of your army is still made out of fine-cast resin, debatably the highest percentage out of any other 40k faction. Swooping Hawks, Warp Spiders, Striking Scorpions and Fire Dragons are the big ones that fall into this category and while aesthetically they&#039;ve aged rather well... for resin at least, they&#039;re still notably subpar compared to the current standards of today. Some of the older plastic kits are also starting to show their age, such as the Dire Avengers, Vypers and Falcon variants.&lt;br /&gt;
*Battle Focus has a good few restrictions on it.&lt;br /&gt;
&lt;br /&gt;
===Required Reading===&lt;br /&gt;
New to the game, or to Craftworld Eldar and don&#039;t quite know where to start? What do you require in order to play Craftworld Eldar, you might ask? Well, here&#039;s a quick run down of the books you&#039;ll need/want in order to play.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warhammer 40,000 Core Rules&#039;&#039;&#039; - Though the standard rules to actually play the game are freely available, actual battlefield information like detachments, game modes and detailed battle round information are only in the &#039;&#039;&#039;$65&#039;&#039;&#039; Core Rulebook. It&#039;s recommended that, if you or your friends don&#039;t have a copy, at least somebody in your immediate gaming group grab one.&lt;br /&gt;
*&#039;&#039;&#039;Codex: Aeldari&#039;&#039;&#039; - The new codex has come alongside a refresh to a decent amount to the model range. Not only does this contain all the rules you&#039;ll need to put together an army for the Eldar, but also rules to put together Ynnari, Harlequins and Corsairs.&lt;br /&gt;
&lt;br /&gt;
===Recommended Reading===&lt;br /&gt;
These are supplemental books or services that can greatly enhance your options for playing the game, be it through additional units or rules or updates to your core Codex that (for some reason) GW decided you need to pay extra for.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FAQs&#039;&#039;&#039; - The rule adjustments that are or aren&#039;t too important to put behind a paywall and as such, the only entry of note on this list that is well and truly freely available. These are usually released shortly after a codex&#039;s release to clarify the hastily, sloppily written rules or rule interactions that often make their way into the codex before it was rushed out for sale. Very occasionally, a unit&#039;s stat sheet is tweeked a bit or entire rules are added/removed. Given that they&#039;re free (rare, for GW), it doesn&#039;t hurt to keep tabs on the FAQ page.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Armour Compendium&#039;&#039;&#039; - With Forge World&#039;s model line having their models&#039; rulesheets handled by the same team responsible for the Core Codices, Forge World units are more accessible than ever for the casual and competitve player (...you know, aside the price tag). In a surprising move of convenience, &#039;&#039;all&#039;&#039; currently supported Forge World units from all factions are included in this compendium, making it a one-stop-shop for any and all factions you might be dipping into. Just don&#039;t get too attached; [[FAIL|Forge World is known to squat models from their range relatively unannounced, sometimes including entire subfactions]]. Casualties from just last edition include all the remaining Corsairs, Wasp Assault Walkers and the Phoenix Bomber.&lt;br /&gt;
*&#039;&#039;&#039;Chapter Approved&#039;&#039;&#039; - What, you thought Warhammer 40k was a one-time buy? No, it&#039;s a biannual subscription! In order to play with the most up-to-date point adjustments, rules and supplements, you need to get this. No, [[FAIL|buying the codex doesn&#039;t entitle you the relevant point adjustments to that codex&#039;s roster]]. Of course, you don&#039;t need these if you aren&#039;t playing in official tournaments and aren&#039;t concerned with keeping up with the balance. Or if you just use a 3rd party list builder app that keeps track of point adjustments and is updated accordingly, but we wouldn&#039;t possibly condone that. Officially.&lt;br /&gt;
**&#039;&#039;&#039;Warhammer App&#039;&#039;&#039;: An addon/alternative to lugging around the whole damn library of books you may need, the Warhammer App is a subscription (because [[Games Workshop|of course it is]]) based service that serves as a slightly functioning replacement to the digital books that you used to be able to buy. Whenever you buy a Codex (yes, [[FAIL|you&#039;ll still need to buy the physical edition]]), it comes with a code you can use to add it to your App, where upon you can use the included list builder feature to construct a detachment for use in game. On launch it was a hot, overpriced, buggy mess that was way more of a hassle to navigate and use than it was worth. Several patches and a price reduction later... it&#039;s still far from ideal. But, if the convenience of having all your books condensed into the app is truly important to you, this&#039;ll probably work out for you... even if other 3rd party apps do it better.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer Legends&#039;&#039;&#039; - Are you an old school player looking to dust off some of your older, out of print models? Happen to come across an OOP Autarch or Bonesinger model on ebay for a steal of a deal? Well, for the stuff GW decided wasn&#039;t good enough to keep making and officially supporting, you can still thankfully find a fair number of rules for these long forgotten units/loadout combinations under the Warhammer Legends website. Illegal for GW organized tournaments and no longer (re)balanced regularly, the rules on these pages are effectively set in stone and will likely fall behind as power creep grows... but at least you can still bust out your old Corsairs or Firestorm tanks once in a while for a friendly game.&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
There are four distinct {{W40Kkeyword|AELDARI}} groups that all eldar armies fall under: {{W40Kkeyword|ASURYANI}}, [[Warhammer 40,000/Tactics/Dark Eldar (9E)|{{W40Kkeyword|DRUKHARI}}]], [[Warhammer_40,000/Tactics/Eldar(8E)#Corsair_Overview|{{W40Kkeyword|ANHRATHE}}]] and finally [[Warhammer 40,000/Tactics/Eldar Harlequins (9E)|{{W40Kkeyword|HARLEQUINS}}]]. Craftworlders are specifically designated as {{W40Kkeyword|ASURYANI}}, with most of said units having one of five {{W40Kkeyword|&amp;lt;CRAFTWORLD&amp;gt;}} designations.&lt;br /&gt;
&lt;br /&gt;
Do note that while you may take {{W40Kkeyword|HARLEQUINS}} and {{W40Kkeyword|DRUKHARI}} in allied detachments, you really want a game plan since said detachments are no longer free. Of course, this is only a real concern for Matched Play, which this page will largely be focusing on.&lt;br /&gt;
&lt;br /&gt;
The Craftworld army is divided under several major keywords of note, each with a variety of specialized perks associated with them. For convenience, the major keywords and their associated units are listed in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Battle Role&lt;br /&gt;
!{{W40Kkeyword|Aspect Warrior}}&lt;br /&gt;
!{{W40Kkeyword|Guardian}}&lt;br /&gt;
!{{W40Kkeyword|Spirit Host}}&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;HQ&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Asurmen, Baharroth, Fuegan, Irillyth,&amp;lt;br&amp;gt; Jain Zar, Karandras, Maugan Ra || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | Spiritseer&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Troops&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; |  || Guardian Defenders,&amp;lt;br&amp;gt; Storm Guardians || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Elites&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Dire Avengers, Fire Dragons, Howling Banshees,&amp;lt;br&amp;gt; Shadow Spectres, Striking Scorpions || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | Wraithguard, Wraithblades, Wraithlord&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Fast Attack&#039;&#039;&#039; ||style=&amp;quot;text-align: center;&amp;quot; | Shining Spears, Swooping Hawks,&amp;lt;br&amp;gt; Warp Spiders || Windriders || &lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Heavy Support&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Dark Reapers ||style=&amp;quot;text-align: center;&amp;quot; | Support Weapons || style=&amp;quot;text-align: center;&amp;quot; | Wraithseer&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Flyers&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Crimson Hunter,&amp;lt;br&amp;gt; Crimson Hunter Exarch || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | Hemlock Wraithfighter &lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Lord of War&#039;&#039;&#039; ||style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | Wraithknight, Skathach Wraithknight,&amp;lt;br&amp;gt; Revenant Titan, Phantom Titan&lt;br /&gt;
|}&lt;br /&gt;
The Asuryani units not listed here fall under the {{W40Kkeyword|Warhost}} keyword, which just kind of...exists.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced Positions:&#039;&#039;&#039; Infiltrate.&lt;br /&gt;
*&#039;&#039;&#039;Battle Focus:&#039;&#039;&#039; Ever a core aspect of Craftworld infantry, Battle Focus returns to its 7th edition glory... kind of. Any unit with Battle Focus (typically infantry, with a few exceptions) that moves may advance and shoot any Assault or Pistol weapons. If they choose to do so, for the purposes of shooting, they&#039;re treated as though they were stationary that turn. Alternatively, during the shooting phase, once a unit has shot and they have not advanced or intend to charge this turn, they may make a d6&amp;quot; move as though it were their movement phase. They cannot use this move to embark onto a Transport. &#039;&#039;Additionally&#039;&#039;, any Battle Focus move that interacts with any terrain results in a -3 modifier to the d6 roll (to a minimum of 0). This can and will reduce your Battle Focus roll to 0 if you don&#039;t roll a 4+ and try moving over terrain.&lt;br /&gt;
**Move-Move-Shoot and Move-Shoot-Move rules are back! Unfortunately, they&#039;re not quite &#039;&#039;that&#039;&#039; good. It&#039;s certainly an upgrade over last edition, but the terrain modifier can severely limit the effectiveness of this rule on certain maps. If you don&#039;t want to be harshly penalized and want to duck in and out of LoS, you&#039;ll need to do so from fully behind terrain features rather than next to or within them. This can be... problematic for Aspect Warriors like Fire Dragons or Dire Avengers who need to get in close to do their work.&lt;br /&gt;
*&#039;&#039;&#039;Favored of Khaine:&#039;&#039;&#039; The universal rules for the Phoenix Lords. &lt;br /&gt;
**4++.&lt;br /&gt;
**Lose a maximum of 3 wounds per phase.&lt;br /&gt;
**No relics or warlord traits.&lt;br /&gt;
*&#039;&#039;&#039;Sudden Assault:&#039;&#039;&#039; Deep Strike.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
{{W40Kkeyword|asuryani}} detachments gain these.&lt;br /&gt;
*&#039;&#039;&#039;Leaders of the Warhost:&#039;&#039;&#039; You can only take one Autarch per detachment.&lt;br /&gt;
*All {{W40Kkeyword|asuryani}} Troops have &#039;&#039;&#039;Objective Secured&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039; Building up on the Exarch abilities introduced last edition, each Aspect Warrior Exarch can have additional points invested in them to grant them (and sometimes their whole squad) additional abilities to enhance their utility, offensive prowess or defensive capabilities. The point values tend to range between 10-30 pts and each Exarch may only have one, but choosing one will also confer the Exarch an additional Wound and either +1 to their Ballistic Skill (Crimson Hunter, Dark Reaper, Swooping Hawk, or Fire Dragon) or +1 Attack (Howling Banshee, Striking Scorpion, Shining Spear, or Warp Spider) or no additional benefit (Dire Avengers). The abilities granted to the squad are dependent on the Exarch staying alive, so do the obvious thing and keep him/her safe.&lt;br /&gt;
**Note that taking any one {{W40Kkeyword|asuryani}} detachment gives you the ability to assign Exarch Powers to any Exarch you have, including those not in the qualifying detachment. &lt;br /&gt;
&lt;br /&gt;
===Army Rules===&lt;br /&gt;
If your entire army is {{W40Kkeyword|asuryani}} and from the same craftworld, you gain these.&lt;br /&gt;
*&#039;&#039;&#039;Strands of Fate:&#039;&#039;&#039; The big mono-faction power given to the Eldar. Each round you roll 6d6 and keep a number of dice dependent on the size of the game. Depending on the results of the dice you keep, you can treat one of the rolls as a natural 6 (and this will only treat one die as a 6 for psychic tests and charge rolls):&lt;br /&gt;
*# Advance Roll&lt;br /&gt;
*# Charge Roll&lt;br /&gt;
*# Psychic Test - This doesn&#039;t work on Deny the Witch.&lt;br /&gt;
*# Hit Roll&lt;br /&gt;
*# Wound Roll&lt;br /&gt;
*# Saving Throw - This works on either armor or invuln, though not FNP, as FNPs aren&#039;t saves.&lt;br /&gt;
**That means you lose out on some Strands of Fate utility if you don&#039;t take any psykers, as 3s on Strands of Fate become unusable.&lt;br /&gt;
&lt;br /&gt;
==Craftworlds==&lt;br /&gt;
These are the classic, original Craftworlds that you may select for [[Your Dudes]]. While they are certainly less customizable than the build-a-craftworld attributes listed further below, these have the benefit of unique Stratagems, Relics and named Characters that are otherwise unavailable to you. More elaborated unit recommendations can be found in the &#039;&#039;&#039;Army Building&#039;&#039;&#039; section. Remember that your Ynnari or Conclave units don&#039;t gain any benefits from these.&lt;br /&gt;
===[[Alaitoc]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alaitoc banner large by mirageknight32-d62s4fo.jpg|Border|75px|left]]&lt;br /&gt;
|A craftworld so strictly governed that many of its denizens would rather walk the path of the outcast than live such regimented lives. As such, Alaitoc generates many more rangers, pathfinders and corsairs than any other major craftworld. Despite their reluctance to remain on Alaitoc, these outcasts still ultimately remain loyal to their people and offer their services as spies and marksmen when called.&lt;br /&gt;
&lt;br /&gt;
In practice, Alaitoc reflects this by encouraging you to play &#039;&#039;very&#039;&#039; defensively. Many of your units can become difficult to shoot at range, forcing opponents to get closer or get into melee combat to reliably deal damage. Conversely, this attribute is virtually useless for any of your units who rely on being in close range to do their jobs, such as Howling Banshees or Fire Dragons.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Attribute – Fieldcraft:&#039;&#039;&#039; Any unit with this attribute is treated as being in Light Cover when targeted by a ranged attack from 12&amp;quot; or farther away. If said unit with this attribute is {{W40Kkeyword|infantry}} or {{W40Kkeyword|biker}} and entirely on/within a terrain feature, it gains Dense Cover as well.  Additionally, any {{W40kKeyword|Infantry}} unit with this trait can ignore any/all modifiers to their Move characteristic and Advance rolls.&lt;br /&gt;
**In a fluffier reform, this attribute now only provides a hit modifier debuff if your units are actually hiding within terrain as opposed to standing out in the open. It also enables your units to easily dive into and out of terrain without having to worry about difficult terrain crimping their movement rules. Note that even Alaitoc can&#039;t Battle Focus move through Area Terrain, as the -3 modifier to it is neither a modifier to your Move characteristic nor to an Advance roll.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Master of the Ambush:&#039;&#039;&#039; In the command phase, your Warlord may select a {{W40kKeyword|Alaitoc Infantry Core}} unit within 9&amp;quot;. For the rest of the turn, that unit may perform attacks with ranged weapons without failing any actions they are otherwise taking. Additionally, on the First Battle Round before the First Turn begins, you can select the Warlord and one additional {{W40kKeyword|Rangers}} unit and redeploy them anywhere on the field 9&amp;quot; away from any enemy models or their deployment zone.&lt;br /&gt;
**A flexible trait that makes sure that your forward striking Aspects can still try for secondary objectives without sacrificing their firepower for the turn. Alternatively, this can be useful for backline units less as immediate risk so that they can still participate in the fight while working on whatever you have them otherwise tasked on. The redeployment aspect can be useful in certain circumstances, but the limit to the HQ and a squad of Rangers does kind of limit their offensive and defensive potential. Use this to potentially snag control of an objective outside of both deployment zones early on or to get an angle on a squishy support character.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Pathfinder Ambush (1 CP):&#039;&#039;&#039; On your opponent&#039;s reinforcement stage, select an enemy unit arrives onto the battlefield then pick a unit of {{W40kKeyword|Alaitoc Rangers}} on the battlefield or in strategic reserves. If they&#039;re in strategic reserves, you may place them on the battlefield within 18&amp;quot; of the target unit but 9&amp;quot; away from all enemy models. You may then immediately make a ranged attack as though it were your shooting phase against (and only against) that selected enemy unit.&lt;br /&gt;
**A crappier version of the former Forewarned stratagem. If some enemy character enters the battlefield via Deep Strike, this may give you a modest opportunity to shave off a few wounds or (if you&#039;re extremely lucky) even kill them upon arrival. Unfortunately, Rangers are hardly the offensive powerhouses that Dark Reapers or Fire Dragons tend to be, so don&#039;t expect miracles. Especially if the unit you&#039;re targeting has more than one model; I can almost assure you that you&#039;ll hardly get much done in that regard.&lt;br /&gt;
***A reasonable thing to consider against Genestealer Armies that like to hide away characters like Broodlords for a surprise flank.&lt;br /&gt;
*&#039;&#039;&#039;Remnant of Glory - Shiftshroud of Alanssair ({{W40kKeyword|INFANTRY}} only):&#039;&#039;&#039; While the bearer is in cover, they &#039;&#039;cannot&#039;&#039; be selected as a target of a ranged attack by enemy units more than 12&amp;quot; away unless they are &#039;&#039;the&#039;&#039; closest available model.&lt;br /&gt;
**Semi-useful, but ultimately something that can be safely passed. This guarantees that your key character cannot be targeted, even by enemy snipers, but in most cases your opponent isn&#039;t going to be able to target your characters anyways. Unless you have absolutely no interest in keeping your characters alive, in which case you wouldn&#039;t be taking this relic anyways.&lt;br /&gt;
&lt;br /&gt;
====HQ====&lt;br /&gt;
*&#039;&#039;&#039;Illic Nightspear&#039;&#039;&#039;: At a &amp;lt;del&amp;gt;reduced&amp;lt;/del&amp;gt; price of &amp;lt;del&amp;gt;65&amp;lt;/del&amp;gt;90 points, Illic Nightspear is a cheap(ish) and potent HQ choice that excels at killing enemy {{W40kKeyword|Characters}}. Equipped with a special ranger rifle named the Voidbringer, Illic fires a single shot a turn at BS2+ 48&amp;quot; Heavy 1 S6 AP-3 D3, Ignores Look Out, Sir, and +1d3 mortal wounds on unmodified 4s to wound. Against most support characters you&#039;ll face, he&#039;ll need 2 shots to murder them, so don&#039;t expect him to drop something in a single round. Illic&#039;s last notable perq is that he gets +1 to hit and wound rolls against {{W40kKeyword|Necron}} units (the hit buff will almost never matter, but the wound buff can, even though it doesn&#039;t help his mortal wound output). Where Illic starts to become dead weight is when most single model units have been dealt with; having only one shot a turn means that Illic will off 0-4 unit members a turn (typically exactly 1 for W1 targets). This makes him virtually useless for the rest of the game, as unlike many of your other options, Illic has no way (outside of being made your Warlord and using &#039;&#039;Puritanical Leader&#039;&#039; to ignore morale) of supporting any of your units. Thankfully, his revised price point means that if nothing else, you can bring him just to fill up an HQ slot for Battalion/Brigade detachments.  His biggest problem is his wound rolling, though - his output &#039;&#039;skyrockets&#039;&#039; if you slap Doom on the target first, especially because against a target with a good invuln but toughness less than 6 (like Space Marine HQs with their T4-5 Sv2+-3+/4++) or low-wound chaff where you need the mortal output to kill a bunch of members, you can re-roll wound rolls of 1-3 despite having succeeded, to fish for mortals.  &lt;br /&gt;
He does combo very well with Strands of Fate, especially with his Warlord Trait (+1 strength to ranged attacks, 1MW on a 6 to wound).  Hitting on 2s you are almost guaranteed to get to the wound roll - putting in a 6 to wound means his target takes d3+1 mortal wounds and has to save at -3 for a 3 damage shot. That will kill most characters in the game outright if they fail their save, or severely weaken them if not. Thanks to the MW output, he can even clear regular infantry quite efficiently. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Altansar]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Altansar Banner.png|Border|75px|left]]&lt;br /&gt;
|A Craftworld that was a bit late to leave during the Fall of the Eldar and was consequently sucked into the Eye of Terror, leaving many to believe that the Craftworld was lost with all souls aboard. However, a recent expedition by the Phoenix Lord Maugan Ra into the Eye has found that Altansar actually miraculously survived all that time in the Warp. Making their way back into realspace with the aid of the Phoenix Lord, Altansar has quickly established itself as a new Aeldari power in the galaxy and taken a keen interest in the [[Ynnari]], building an alliance with them. Other Craftworlds are suspicious about Altansar as they feel that there is no way that the lost craftworld remained uncorrupted and unchanged for so long exposed directly to the Warp. Sure enough, the Altansari never raise their voices above a hushed whisper and never reveal their faces publicly, leaving many Aeldari creeped out by them... Currently, they are floating around the Segmentum Terra.&lt;br /&gt;
&lt;br /&gt;
Altansar has a somewhat niche playstyle, not particularly powerful but some of their rules are great for fighting daemons, psykers and other Warp-related phenomena. Wraith Hosts benefit quite a bit from this Craftworld choice too.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Attribute - Grim Survivors&#039;&#039;&#039;: When a model with this attribute charges, is charged, or performs a Heroic Intervention, they gain -1AP to their melee attacks for the first round of combat. In addition, they gain +1 to Combat Attrition rolls. It&#039;s certainly fluffy, and your Striking Scorpions, Storm Guardians, and Ghostsword Wraithblades will appreciate the extra AP pip, but it is still not exactly a stellar attribute.&lt;br /&gt;
**If you plan on running Warlock Conclaves with Witchblades, this can bump them up to AP-2; couple with Jinx against a key target and you can have effective AP-3 weapons that wound everything in the game on a 2+. This can be a nifty way to burn through a particularly tough elite unit with a high armor save.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Master of Rune-Warding&#039;&#039;&#039;: If your Warlord is a {{WH40kKeyword|psyker}} then they gain an additional Deny during your opponent&#039;s psychic phase. If your Warlord is &#039;&#039;not&#039;&#039; a psyker, they can Deny one psychic power as if they were. In addition, you get to reroll Deny the Witch tests. Obviously not useful against every army, but might be worth considering if you know you&#039;re going up against Grey Knights, Thousand Sons or other Craftworlders.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Beacon of Light in the Darkness&#039;&#039;&#039;: Pick a friendly {{WH40kKeyword|Altansar}} unit within 9&amp;quot; of your Warlord during the Command Phase. That unit can perform actions while Advancing or Falling Back, and make shooting attacks without that action failing. Not bad.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Weavers of the Blade Storm&#039;&#039;&#039;: Pick a friendly {{WH40kKeyword|Altansar}} {{WH40kKeyword|Core}} unit within 9&amp;quot; of the Warlord during the Command Phase. They get &amp;quot;unmodified 6s auto-wound&amp;quot; for all shooting attacks they make with shuriken weapons. This one is actually decent, use it on a large squad of Guardians or Dire Avengers and they&#039;ll become pretty killy.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Saviour Stone&#039;&#039;&#039;: Pick one of the die you rolled for Strands of Fate, you can make it one pip higher or lower. This can be quite handy for trying to guarantee a pocket auto-6 for any one phase of the battle, but is fairly luck based and only lets you modify &#039;&#039;one&#039;&#039; of the die you roll.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Emblem of the Broken Chain&#039;&#039;&#039;: Another Command Phase buff where you pick a friendly {{WH40kKeyword|Altansar}} {{WH40kKeyword|Core}} unit within 6&amp;quot; of the bearer, and that model can reroll advances and charges for that round. Great relic for Banshees, which can advance and charge in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Strategem - Inexhaustible Hatred (2CP)&#039;&#039;&#039;: Pick an {{WH40kKeyword|Altansar}} unit in the Fight phase making a melee attack against a {{WH40kKeyword|Daemon}} unit (excluding {{WH40kKeyword|Vehicles}} and {{WH40kKeyword|Monsters}}), and they gain +1 to-wound in that phase. It kind of sucks, because you really want that bonus against vehicles and monsters. A bit situational and on the pricey side to boot.&lt;br /&gt;
*&#039;&#039;&#039;Strategem - Defiant to the Last (2CP)&#039;&#039;&#039;: Pick an {{WH40kKeyword|Altansar}} unit during your Command Phase, they gain ObSec. &#039;&#039;Nice.&#039;&#039; Especially because there is no other keyword restriction here, it can be used on a character or vehicle. Paying 2CP to gain 5VP is a nice trade and it might just win you the game if you&#039;re smart about using it.&lt;br /&gt;
*&#039;&#039;&#039;Strategem - Withering Volleys (1/2CP)&#039;&#039;&#039;: Aeldari Missile Launchers and Reaper Launchers gain +1AP. If you use it on Dark Reapers, it becomes 2CP. Another good one. War Walkers with missile launchers certainly come to mind first here.&lt;br /&gt;
*&#039;&#039;&#039;Strategem - Thrice-Layered Wards (1CP)&#039;&#039;&#039;: Use during the opponent&#039;s Psychic Phase on a {{WH40kKeyword|Altansar}} unit, they gain a 4+ save to dodge MWs during that phase. Again, a matchup-specific rule but positively trolltastic against Grey Knights or Thousand Sons as it blunts a hefty amount of their psychic cutting power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Biel-Tan]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Biel tan banner large by mirageknight32-d62s4xb.jpg|Border|75px|left]]&lt;br /&gt;
|A highly militarized craftworld, Biel-Tan&#039;s martial might has been halved following the Fracture of their worldship and the subsequent rise of the Ynnari. Despite this, theirs is a force still to be reckoned with. The path of the warrior is so thoroughly ingrained in Biel-Tan&#039;s society that many consider service in one of their numerous Aspect Warrior shrines to be the first step along the greater path of the eldar.&lt;br /&gt;
&lt;br /&gt;
Biel-Tan is arguably the most &amp;quot;thematic&amp;quot; of your choices and the vanilla craftworld that Aspect Warrior enthusiasts benefit from most. Consistency is the name of the game; universal hit re-roll support and a minimum cap to Battle Focus moves can help ensure all your forces are less likely to get screwed over by poor rolls than others.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Attribute – Swordwind:&#039;&#039;&#039; Each time a unit with this attribute Advances or makes a Battle Focus move, treat a roll of a 1-2 as a 3. Additionally, each time a unit with this attribute is selected to shoot or fight, you may re-roll one hit roll.&lt;br /&gt;
**A bit more usable than last edition&#039;s Swordwind. The increased consistency in advancing/battle focus moves can be very valuable for infantry-focused armies, though keep in mind that this trait will not help when you try to battle focus move over terrain. Otherwise, the hit re-roll support is a fantastic tool for low-shot high damage units like Fire Prisms, Heavy Support Platforms and Wraithguard.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Natural Leader:&#039;&#039;&#039; During the Command phase, pick a friendly {{W40kKeyword|Biel-Tan Core}} unit within 6&amp;quot; of the Warlord. For the rest of the turn, each model within the unit may re-roll any hit rolls they make.&lt;br /&gt;
**Functionally, it&#039;s basically the Guide psychic power. It is slightly worse, however, since it only lasts until the end of your turn. That said, a Farseer can potentially use it in tandem &#039;&#039;with&#039;&#039; Guide in order to support multiple units with re-roll support or in lieu of Guide for further psychic flexibility. Autarchs can use this trait, but given the native re-roll support Biel-Tan offers on top of the Autarch&#039;s aura offering complete re-rolls of 1&#039;s, there&#039;s a smidge of redundancy to using this as his trait.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Wrath of the Shrines (1 CP):&#039;&#039;&#039; In the Shooting or Fight phase, select a {{W40kKeyword|Biel-Tan Aspect Warrior}} unit. Whenever that unit makes it&#039;s respective attacks, any unmodified hit roll of a 6 generates 1 additional hit on the target unit.&lt;br /&gt;
**Pairs reasonably well with the hit re-roll support from the Craftworld Attribute.&lt;br /&gt;
*&#039;&#039;&#039;Remnant of Glory - The Spirit Stone of Anath&#039;Lan ({{W40kKeyword|Biel-Tan Psyker}} only):&#039;&#039;&#039; The {{W40kKeyword|PSYKER}} using this knows one additional power from their respective discipline and can re-roll one psychic test per turn.&lt;br /&gt;
**A pretty solid relic for any psyker, Farseers included, if only because of the extra psychic power they can learn because of it.&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
*&#039;&#039;&#039;Amallyn Shadowguide&#039;&#039;&#039;: A character from the new Warhammer Quest: Blackstone Fortress box, Amallyn serves kind of an awkward role in a 40k detachment. She&#039;s one of the few named characters in regular 40k who isn&#039;t an HQ choice, and like most named characters, is strictly associated with one particular sub-faction of her kind (Biel-Tan in Amallyn&#039;s case). Her stat-sheet is almost virtually identical to your standard Rangers. But for Amallyn&#039;s 50 points, what are you getting over a regular squad of rangers? Well, as a relatively cheap character with 3 wounds, Amallyn can sit securely in or behind other units while she takes potshots with her sniper rifle, which benefits from a slightly buffed BS of a 2+. She&#039;s also not completely helpless in melee, having one extra attack and a small Power blade to cut through armor a bit more easily than any other of your rangers could. Lastly, and probably most importantly, Amallyn benefits from a 4++ invuln, meaning even if she&#039;s caught with her pants down, she&#039;ll still at least have a save of some kind. But is she worth it? If she were an HQ choice, definitely. Sadly, as far as your elite choices go, you&#039;ll have much more cost effective choices to fill these slots (seeing as she&#039;s limited to Biel-Tan, Howling Banshees or Striking Scorpions would probably be better for your army). Additionally, a regular squad of rangers runs only 10 points more and will easily plant more wounds on enemy units per turn than Amallyn could in every circumstance (they have the same Ranger Long Rifle, after all). Plus, said regular rangers can abuse both Alaitoc&#039;s attribute and unique stratagem to bolster their defenses drastically. If nothing else, Amallyn can be used if you need an elite choice and need to save as many points as possible for whatever else you&#039;re bringing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iyanden]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Iyanden banner v3 by mirageknight32.jpg|Border|75px|left]]&lt;br /&gt;
|Once the most populous of the craftworlds, numerous costly invasions of Iyanden by the tyranids, orks and even Chaos have slain four out of every five eldar living within the worldship. With such swollen ghost halls, the eldar of Iyanden have little choice but to rely on Wraith constructs to make up for their vastly diminished manpower.&lt;br /&gt;
&lt;br /&gt;
Iyanden&#039;s playstyle very much reflects their fluff; massive casualties will do little to intimidate your blobs of infantry and your opponents will find your forces shockingly resistant to the standard weaponry that might&#039;ve felled Eldar from other Craftworlds.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Attribute – Stoic Endurance:&#039;&#039;&#039; Each time a combat attrition test is made for this unit, add 1 to the roll. Additionally, reduce the AP characteristic of weapons with AP-1 or AP-2 targeting units with this trait by 1 (AP-1 becomes AP0 and AP-2 becomes AP-1).&lt;br /&gt;
**The combat attrition buff might as well not exist.  The incoming AP reduction buff is better the better the Sv of the unit (2+ will notice the most, 7+ the least) and is more useful when Invuln is both worse than Sv (so the buff can do something) but not very much worse (so the Invuln can pick up the slack when your opponent switches to good AP weapons to kill you).  You also want this on as low toughness as you can, both because improved saves do nothing if you&#039;re not wounded and because strength and penetration are usually paired together - e.g. incoming meltaguns will ignore your buff, so you want to field units your enemy didn&#039;t want to use meltaguns against.  That means you want to &#039;&#039;avoid&#039;&#039; Iyanden&#039;s signature Wraith spam; as an example, your faction traits will do &#039;&#039;significantly&#039;&#039; better supporting Fire Dragons than Wraithguard. That said while the overall buff is higheest for models with the worse to start with, it still buffs you Wraith units, the kind of &#039;mid-teir&#039; anti tank like Autocannons or even massed heavy bolters will be dropped to ap - by this, heavy bolter grade weapons especially struggle despite there damage two as they wound on a 5+ and here AP is negated by this. Just so long as you think of this as an army wide toughness bonus that more notable on weaker units you&#039;ll have a grasp on how this works.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Enduring Resolve:&#039;&#039;&#039; Your Warlord receives a 5+++.&lt;br /&gt;
**A better Warlord trait for a defensively minded player looking to keep their linchpin Autarch/Farseer in the fray for as long as possible.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Guided Wraithsight (1 CP):&#039;&#039;&#039; During your Shooting or Fight phase, you may pick an {{W40kKeyword|Iyanden Spiritseer}} and a {{W40kKeyword|Iyanden Spirit Host}} unit. Until the end of the phase, that Spirit Host unit is considered to be within range of the Spiritseer&#039;s Spirit Mark ability.&lt;br /&gt;
**&#039;&#039;Immensely&#039;&#039; improved utility over last edition. Your Spiritseer can be on the opposite side of the battlefield and provide re-roll support to a group of Wraithblades stuck in combat or a squad of Wraithguard about to unload into a Leman Russ.&lt;br /&gt;
*&#039;&#039;&#039;Remnant of Glory - Psytronome of Iyanden:&#039;&#039;&#039; At the start of your Command phase, select one friendly {{W40kKeyword|Iyanden Spirit Host}} unit within 9&amp;quot; of the bearer. Until your next Command phase, add 1 to their Attacks characteristic and Wraithguard gain Battle Focus.&lt;br /&gt;
**Though it was nerfed in potency, the ability to use it more than once does help compensate for the lost burst damage. Additionally, giving Wraithguard battle focus can help them keep just outside an opponent&#039;s reach while they unload their devastating firepower into them.&lt;br /&gt;
&lt;br /&gt;
====HQ====&lt;br /&gt;
*&#039;&#039;&#039;Prince Yriel&#039;&#039;&#039;: The cheapest Autarch variant you can take, Prince Yriel lacks the mobility options his generic cousins have access in exchange for one extra wound over his {{W40kKeyword|Infantry}} kin. This isn&#039;t even mentioning the arsenal those generic Autarchs have access to. His value is what he provides to his troops, as his re-roll 1s to hit aura applies to both {{W40kKeyword|Iyanden Core}} and {{W40kKeyword|Anhrathe}} units, while both units also count as half their power ratings when using Strategic Reserves. This means that you can stash up ludicrous amounts of guardians and rangers for a surprise attack &#039;&#039;&#039;AND&#039;&#039;&#039; you can take as many Corsairs and Voidscarred as you want since he himself carries the {{W40kKeyword|Anhrathe}} keyword. Unfortunately, that&#039;s about where the good news ends for Yriel. His only ranged option, The Eye of Wrath, is a 6&amp;quot; pistol that shoots one S6 AP-2 D2 shot, which isn&#039;t much. His legendary Spear of Twilight has also similarly suffered, being Sx2 (No longer auto-wounding on 2s) though now at AP-3 D3. If you do take him, make sure he has a reasonably fighty bodyguard unit or a transport to tuck him into when moving him across the field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Saim-Hann]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Saim-Hann Banner-d62s39r.jpg|Border|75px|left]]&lt;br /&gt;
|The Wild Rider clans of Saim-Hann are an honor-bound people who put the welfare of their clans second only to that of Saim-Hann itself. The Eldar of Saim-Hann specialize in swift, rapid assaults spearheaded by jetbikes and vypers, striking their foes hard and fast before retreating beyond their vengeful opponent&#039;s retaliation.&lt;br /&gt;
&lt;br /&gt;
Befitting their more volatile temperaments, the warriors of Saim-Hann are a particularly blood-thirsty bunch who excel at closing the gap to engage foes in melee combat. Aspect Warriors and Wraith units who prefer to directly bathe in the blood of their foes will be hard pressed to &#039;&#039;not&#039;&#039; get in and out of combat as needed.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Attribute – Wild Host:&#039;&#039;&#039; Units with this re-roll failed Charge rolls. They can also Charge in the same turn they Fell Back.&lt;br /&gt;
**Holy hell did this get a buff. Now your de-facto melee faction, this allows your Shining Spears and Howling Banshees to get maximum value by rapidly leaping into and out of combat to maintain their bonuses from charging. You no longer get any dedicated Biker support, but the ability to fall back and charge again faction wide is well worth the trade off.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Wild Rider Chieftain:&#039;&#039;&#039; Add 1 to your Warlord&#039;s Attack characteristic. Additionally, they may make a Heroic Intervention if they are within 6&amp;quot; horizontally and 5&amp;quot; vertically of an enemy unit. If they make a Heroic Intervention, they can move up to 6&amp;quot; to do so.&lt;br /&gt;
**The extra attack is nice on melee oriented Autarchs, as is the consistency to get into combat, but it&#039;s not a go-to trait by any means.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Warriors of the Raging Winds (1CP):&#039;&#039;&#039; A {{W40kKeyword|Saim-Hann Biker}} can advance and charge in the same turn.&lt;br /&gt;
**Fantastic supporting stratagem for Shining Spears. The loss of re-roll support does hurt the efficiency of this stratagem, but it&#039;s still nice if you want to get that turn 1 charge off.&lt;br /&gt;
*&#039;&#039;&#039;Remnant of Glory - Talisman of Tionchar:&#039;&#039;&#039; Each time the bearer makes a melee attack, if they had Charged or performed a Heroic Intervention, add 1 to the Strength characteristic and Damage characteristic and further improve the AP of their weapon by 1.&lt;br /&gt;
**If paired with Wild Rider Chieftain, this can make a Star Glaive Autarch extremely lethal in melee combat, putting out 6 attacks at S7, AP-4, D3.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ulthwé]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Ulthwe Banner Flag.jpg|Border|75px|left]]&lt;br /&gt;
|Ulthwé has stood vigil over the Eye of Terror for millennia, constantly warring against the agents of Chaos directly or by the Seers of Ulthwé manipulating others into fighting for them. For those times when Ulthwé must take a personal hand in battle, the legendary Black Guardians are often the first into battle, their heightened discipline and training making up for the relative lack of aspect warriors compared to other major craftworlds.&lt;br /&gt;
&lt;br /&gt;
Ulthwé doesn&#039;t particularly encourage any general focus for your army the way the other big four craftworlds do, as while everything in an Ulthwé list benefits from the attribute, none benefit so much so as to buckle down on particular gimmicks to abuse. That said, Guardians and Psykers get an extra toy or two over the competition and having Eldrad himself lead your army is often incentive enough to lead the Damned into battle. If nothing else, Ulthwé is so well rounded in perks that they can be prepared for a little of everything when you don&#039;t know what to expect.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Attribute – Foresight of the Damned:&#039;&#039;&#039; Each time a unit with this shoots or fights, it may re-roll a wound roll. {{W40kKeyword|Psyker}}s gain +1 on their first Psychic test each phase. All units have a 6++ and a Mortal-only 5+++.&lt;br /&gt;
** Damn, that&#039;s a lot to keep track of. While the global 6++ invuln is nice, it certainly has lost a fair amount of value due to the near-universal 5++ invuln save most of your Aspect Warriors now have. At least your Wraith and Vehicle units get to benefit from the enhanced durability. Offensively, the wound re-roll support is fantastic due to how rare such re-rolls are outside of Doom support. And, of course, the psychic supremacy Ulthwé is known for shines through on their enhanced psychic abilities, though you&#039;ll need to invest in numerous psykers if you want to really take advantage of it. Oh, the 5+++ FNP against MW is nice too, especially since it&#039;s faction-wide as well.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Fate Reader:&#039;&#039;&#039; When you roll the dice for your Strands of Fate, you may choose to keep one additional die.&lt;br /&gt;
**Absolutely maximize the number of opportunities you can get for a &amp;quot;natural&amp;quot; 6 to put in your pocket for later.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Discipline of the Black Guardians (1CP):&#039;&#039;&#039; At the start of a shooting or fight phase, you can pick an {{W40kKeyword|Ulthwé Guardians}} unit. They can add +1 to all hit rolls until the end of the phase.&lt;br /&gt;
**The following have the {{W40kKeyword|Guardian}} keyword: Guardian Defenders (including Heavy Weapon Platforms), Storm Guardians, and Support Weapons. 2+ BS D-Cannons can be extremely potent, as can the humble Guardian Defender swarm.&lt;br /&gt;
*&#039;&#039;&#039;Remnant of Glory - Ghosthelm of Alishazier ({{W40Kkeyword|Psyker}} only):&#039;&#039;&#039; The bearer knows one additional Runes of Fortune power. Additionally, any power successfully cast on a 9+ &#039;&#039;cannot&#039;&#039; be denied.&lt;br /&gt;
**Something to note; the helm &#039;&#039;specifies&#039;&#039; that the bearer can learn one Rune of Fortune power. The helm&#039;s only restriction is that it&#039;s taken on a Psyker. So yes, you can have a Warlock or Spiritseer cast a power of your choice from the Runes of Fortune, should you wish. Of course, that&#039;s only a minor footnote when one considers that that roll of a 9+ completely guarantees that the power(s) you cast cannot be denied, even by stratagems or abilities by the likes of the Sisters of Battle or Black Templars. This can be very valuable, so you should probably still take this on a Farseer who can potentially get the most out of it.&lt;br /&gt;
&lt;br /&gt;
====HQ====&lt;br /&gt;
*[[File:Eldrad Mini.jpg|200px|right|border]]&#039;&#039;&#039;[[Eldrad]]&#039;&#039;&#039;: Eldrad continues to show other, lesser Farseers how to dominate the battlefield through mind bullets. Lesser Farseers have lost their ghosthelm&#039;s ability to re-roll a psychic test per turn. Eldrad can now completely re-roll all three of his tests. Eldrad may have dropped down to a 4+ invulnerable save like his contemporary kin, but now he can only be wounded on a 4+ regardless of the abilities or strength of the weapon that struck him. Lastly, if some fool were to engage him in melee, he can put down up to 3 Marines a turn with his S5 AP-2 D2 attacks that always wound on a 2+. Like other Farseers, Eldrad can learn any powers of his choosing from the Runes of Fate and/or Fortune, but unlike them he can learn and cast up to three of them a turn instead of just two. As such, Eldrad is &#039;&#039;the&#039;&#039; best psyker to lead your armies and is one of the best psykers in the whole game. It&#039;s strongly recommended that you take a squad of Warlocks and spring for the Seer Council stratagem to make his casting much easier (A bonus of +2 to his first test and +1 for the rest. +4/3 if you use Focus Will on him) and to thoroughly protect him from any who would try to do him harm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Far-Flung Craftworlds===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
Custom Attributes return under a different name. Most of the top-tier options from last edition were simply rolled into the mainline Craftworlds, so unless you have something specific in mind, you may want to stick with them. Aside from &amp;quot;In the Footsteps of the Ancients&amp;quot; and &amp;quot;Hail of Doom&amp;quot;, you may mix and match any two perks on this list as you see fit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;In the Footsteps of the Ancients&#039;&#039;&#039;: When you paint [[your dudes]] something different but still want to use one of the main five traits. This perk is mutually exclusive from everything else on this list, but it lets you take the unique perks, Warlord trait and Stratagem associated with one of the main five. This does not apply to relics (for some fucking reason) or named characters, so it&#039;s still ultimately inferior to just running the originals. This is quite literally just for tournaments and the like that require WYSIWYG to be paint specific which is apparently a thing. There is no reason, in a more lax setting, to bother with this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Children of Khaine&#039;&#039;&#039;: Unmodified 6s to wound in melee gain +1D. A nice if unreliable perk for melee-oriented factions.&lt;br /&gt;
*&#039;&#039;&#039;Children of Morai-Heg&#039;&#039;&#039;: Any unit below starting strength adds +1 to hit. Not an ideal power given it&#039;s conditional on your dudes dying and it doesn&#039;t benefit single-model units at all.&lt;br /&gt;
*&#039;&#039;&#039;Children of Prophecy&#039;&#039;&#039;: You may re-roll any dice rolls of a 1-2 for all psychic tests. A pretty good perk for psyker heavy lists if you want consistency.&lt;br /&gt;
*&#039;&#039;&#039;Children of the Open Skies&#039;&#039;&#039;: Everyone gets an extra 1&amp;quot; of movement, 2&amp;quot; if they {{W40kkeyword|fly}}. All advance rolls treat 1&#039;s and 2&#039;s as 3&#039;s. If you need to go fast, this is the perk to do it. It&#039;s a bit better than last edition since everybody gets to speed up, not just the fliers.&lt;br /&gt;
*&#039;&#039;&#039;Diviners of Fate&#039;&#039;&#039;: So long as everyone has access to Strands of Fate, roll an extra d6 for it. Honestly can be nice if you&#039;re desperate for as many nat 6 substitutes as you can get, but you can probably give this a pass.&lt;br /&gt;
*&#039;&#039;&#039;Elite Citizenry&#039;&#039;&#039;: Add 1 to everyone&#039;s leadership and each unit can re-roll one hit roll during the fight phase. A pretty easy pass.&lt;br /&gt;
*&#039;&#039;&#039;Expert Crafters&#039;&#039;&#039;: Each unit that shoots or fights can re-roll one wound roll. A little less versatile than last edition but this is still a pretty useful perk. Especially with the nerf to Doom, your non-Core units will certainly appreciate all the aid they can get. If you&#039;re thinking of using this trait though, why not just run Ulthwe? &lt;br /&gt;
*&#039;&#039;&#039;Grim&#039;&#039;&#039;: Add 1 to the Combat Attrition tests of units with this perk. Another solid pass.&lt;br /&gt;
*&#039;&#039;&#039;Hail of Doom&#039;&#039;&#039;: When a model with this attribute uses a shuriken weapon to attack an opponent, an unmodified 6 automatically wounds (and counts as a natural 6 for the Shuriken rule). An amazing Shuriken buffer that&#039;s worth considering simply due to the near omnipresence of the weapon. With enough Shuriken spam in your list, you won&#039;t even need anti-tank. &amp;lt;del&amp;gt;Pairs well with Superior Shuriken or Masterful Shots. Expect this to be nerfed soon.&amp;lt;/del&amp;gt; As of the latest FAQ now takes both slots, but still totally worth it!&lt;br /&gt;
*&#039;&#039;&#039;Headstrong&#039;&#039;&#039;: You can re-roll advance and charge rolls for everyone with this. A very useful ability for melee-oriented armies.&lt;br /&gt;
*&#039;&#039;&#039;Hunters of Ancient Relics&#039;&#039;&#039;: Units with this can shoot while performing an action without failing it.&lt;br /&gt;
**A very situational but arguably decent perk if you know you&#039;re going to be playing games full of tactical objectives.&lt;br /&gt;
*&#039;&#039;&#039;Masterful Shots&#039;&#039;&#039;: Targeted enemy units don&#039;t receive the benefit of light cover. A downgrade from last edition, but still quite good due to the amount of cover on modern boards. &lt;br /&gt;
*&#039;&#039;&#039;Masters of Concealment&#039;&#039;&#039;: Your units gain the benefit of light cover when targeted by ranged attacks from 12&amp;quot; or further away.&lt;br /&gt;
*&#039;&#039;&#039;Mobile Fighters&#039;&#039;&#039;: Units that disembark from a transport add 1 to their attack wound rolls. This applies to both shooting and melee. Don&#039;t pair this with Howling Banshees, who already get a non-stacking +1 to wound from charging.&lt;br /&gt;
*&#039;&#039;&#039;Savage Blades&#039;&#039;&#039;: When your models charge, are charged, or heroically intervene, improve the AP of their weapons by 1. This is far more useful on units with lower natural AP like Storm Guardians or Striking Scorpions but is useful none-the-less.&lt;br /&gt;
*&#039;&#039;&#039;Swift Strikes&#039;&#039;&#039;: Unless your units fell back, when you pick a unit with this trait to shoot, they&#039;re treated as having remained stationary. At first glance, this looks to be redundant since Battle Focus already does this. But, unlike Battle Focus, this applies to all weapon types, faction wide. The only exclusion to using this is the act of falling back, so advancing and firing Heavy weapons is on the table with this.&lt;br /&gt;
*&#039;&#039;&#039;Students of Vaul&#039;&#039;&#039;: Damage 1 weapons that successfully wound a {{w40kkeyword|vehicle}} allow them to add 1 to their armor save. Though enhanced durability is always welcome, not a lot of players are going to be targeting your Wave Serpents or Falcons with bolters or lasguns until after they&#039;ve fired off all their lascannons and melta rifles at them. Not a priorty pick.&lt;br /&gt;
*&#039;&#039;&#039;Superior Shuriken&#039;&#039;&#039;: Add 3&amp;quot; to the range of Shuriken weapons. Shuriken Catapults and Pistols achieve a range of 21&amp;quot;, and Shuriken Cannons a range of 27&amp;quot;. The addition of 3&amp;quot; is pretty nice, as it almost gives your Guardians and Dire Avengers standard bolter ranges on their weapons.&lt;br /&gt;
*&#039;&#039;&#039;Vengeful&#039;&#039;&#039;: When your models make melee attacks, natural 6&#039;s score an additional hit. Another useful if situational perk on a melee-oriented faction.&lt;br /&gt;
*&#039;&#039;&#039;Warding Runes&#039;&#039;&#039;: All your models have a 5+++ against mortal wounds and a 6++. This is a third of Ulthwé&#039;s current trait, so if you&#039;re wanting this, you may as well just run Ulthwé.&lt;br /&gt;
*&#039;&#039;&#039;Webway Warriors&#039;&#039;&#039;: When a unit arrives from reserves for the first time, their attacks until the end of the turn score an additional hit on a natural hit roll of 6. Not that great, since you&#039;ll benefit from this situational perk a maximum of one time per unit you already had sitting out half the match.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Dead&#039;&#039;&#039;: {{W40kKeyword|Wraith Constructs}} (aside from {{W40kKeyword|Aircraft}}) can perform Heroic Interventions as though they were Characters. Pairs fairly naturally with Vengeful and has some solid utility on Wraithblades, Wraithlords, and Wraithseers.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
&lt;br /&gt;
Named {{W40Kkeyword|Characters}} must take the Craftworld Trait associated with their {{W40Kkeyword|Craftworld}}. For example, if Eldrad is your Warlord, he must take Fate Reader. [[Fail|Phoenix Lords also cannot take a Warlord trait, so there is no longer a reason for having one of the Craftworld Eldar&#039;s legendary heroes and personifications of an aspect of Khaine, heroes that entire Craftworlds rally around in times of need, lead your army]]. Nope. Only [[Autarch|dorks with wing]]s and [[Farseer|people]] [[Spiritseer|with]] [[Warlock|mind bullets]] get to lead the army now.&lt;br /&gt;
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#&#039;&#039;&#039;Ambush of Blades:&#039;&#039;&#039; In the command phase, select a {{W40Kkeyword|&amp;lt;Craftworld&amp;gt; Core}} or {{W40Kkeyword|&amp;lt;Craftworld&amp;gt; Character}} unit within 9&amp;quot; of your Warlord. Until your next Command phase, improve the AP of melee attacks they make by 1.&lt;br /&gt;
#*This is best applied to AP0 weapons, since AP0-&amp;gt;AP1 is a better improvement than on something that already has penetration, and obviously useless on anything that doesn&#039;t roll to hit. Storm Guardians, Seer Councils, and Striking Scorpions are probably your best recipients for this. This is probably more of a one-shot ability, because you don&#039;t want your Warlord to sit in a close combat for turn after turn. You will need to plan beforehand on how to pull the trick off: Combine this with a unit with many attacks, the Enhance psychic power for higher triggering chances, an Autarch for rerolls and the Supreme Disdain stratagem for even more attacks. In most cases, one single Wave Serpent won&#039;t be enough, therefore consider deepstriking parts of the units or putting them on Jetbikes. In short: An unusual and difficult to use warlord trait.&lt;br /&gt;
#*Works really well with the current Ynnari rules. Harlequins are strong, but you know what&#039;s better? Harlequins with bonus AP. Combos really well with the buffs Ynnari provides, and all the insane strats that Harlequins give you.&lt;br /&gt;
#&#039;&#039;&#039;Walker of Many Paths:&#039;&#039;&#039; Once each turn, you may re-roll a hit, wound or damage roll for an attack made by your Warlord. Non-Phoenix Lord characters are usually not great at fighting or shooting, so you can usually pass on this. May be decent paired with an Autarch with Fusion Gun. The Visarch curiously takes this.&lt;br /&gt;
#&#039;&#039;&#039;Falcon&#039;s Swiftness:&#039;&#039;&#039; Add 2 to your Warlord&#039;s Movement. They can ignore Difficult Terrain and any Battle Focus moves they make are a flat 6&amp;quot; instead of d6&amp;quot;. Not bad, but you&#039;re usually better off paying for wings/bikes for your characters than spending a precious CP.&lt;br /&gt;
#&#039;&#039;&#039;Fate&#039;s Messenger:&#039;&#039;&#039; Once per turn, you may turn the damage characteristic against a weapon&#039;s attack you failed a save for your Warlord to 0. To specify, if you failed two saves against the same weapon, you can only nullify one of those failed saves. All your characters are fragile anyways, saving 1 wound roll usually won&#039;t be a big deal. Make sure you use your built-in character protection to limit the amount of damage they&#039;re taking. Savvy opponents can also bait this out with low damage attacks before sending in the Thunder Hammers or Railguns. &lt;br /&gt;
#&#039;&#039;&#039;Mark of the Incomparable Hunter:&#039;&#039;&#039; For each ranged attack made by your Warlord adds 1 Strength and deals an additional mortal wound on unmodified wound rolls of a 6. Combo this with an Autarch with missile launcher to get some nice strength breakpoints.&lt;br /&gt;
#*Alternatively, slap it on a jetbike Farseer with Kurnous&#039; bow, there&#039;s no restriction on this warlord trait with relics.&lt;br /&gt;
#*The loss of the Sniper ability is unfortunate, but frankly this is a better deal. S5 Twin Shuripults that deal an extra MW on 6&#039;s can be particularly vicious infantry killers for something normally taken as more of a bonus to the jetbike HQ itself. Illic Nightspear takes this.&lt;br /&gt;
#&#039;&#039;&#039;Seer of the Shifting Vector:&#039;&#039;&#039; So long as your Warlord is on the field, roll a d6 for every Command Point spent (by you or your opponents). Every unmodified 6 nets you a Command Point. There is no limit to the number of CP you can recycle/steal, should your luck hold, other than the normal restriction of 1 per turn. This costs 1 CP to give to a character and will almost always generate 1 or more CP per game, so the only reason not to take this is in a 2000 point game is if you spend a lot of CP pregame. Works best on a safe, backfield character that is likely to survive until late in the game.&lt;br /&gt;
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==Secondary Objectives==&lt;br /&gt;
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For the love of Isha make sure you&#039;re doing what you can to score objectives, rather than just trying to murder all of your opponent&#039;s stuff. Keep in mind you can only take one from each category. Also keep in mind that these are only the generic ones, there are a few mission-specific ones too. GW updates these every few months, the ones below are accurate as of the Nephelim rules.&lt;br /&gt;
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&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt; &lt;br /&gt;
These ones focus on killing specific things. Put some thought into these when you actually see your opponent&#039;s army.&lt;br /&gt;
*&#039;&#039;Assassinate&#039;&#039;: 3 VP for each {{W40kKeyword|Character}} you kill, +1 for their warlord. Theoretically pretty easy against armies that rely on &#039;em, like Guard or even other Craftworlds, rangers knocking out commissars or warlocks, which are low toughness, low wound units can score this pretty easily. Against tougher stuff, you could send a plane in to unload on a somewhat out of place character too.&lt;br /&gt;
*&#039;&#039;Bring it Down&#039;&#039;: 1 VP for any {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} you kill with 9 or less wounds, 2 VP for 10-14, 3 VP for 15-19, and 4 VP for 20+ wounds. Probably pretty good with tank-heavy lists being sorta common with the start of 9th, though make sure you actually have enough stuff that can kill tanks. Ironically, your own tanks are good for scoring this typically. Auto-take vs either flavour of Knights.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
Loss based, essentially. Focuses on having less stuff destroyed than your opponent for scoring, or destroying more depending on your perspective. &lt;br /&gt;
*&#039;&#039;No Prisoners&#039;&#039;: Essentially 1 VP for every 10 wounds worth of stuff you kill. An extra VP at the end of the game for 50-99 wounds destroyed, and 2 VP for 100+ wounds killed. Ideal for horde armies, like Guard or Orks, blows ass against elite armies like Custodes. Blast weapons are your friend here.&lt;br /&gt;
*&#039;&#039;Grind Them Down&#039;&#039;: At the end of each turn, you win 3 VP if you have killed more enemy units then the enemy killed your units. Heavily dependent on your list as well as theirs. With this, play for keeps. Focus on destroying one unit first before moving onto the next.&lt;br /&gt;
*&#039;&#039;Wrath of Khaine (Codex):&#039;&#039; Score 1 VP for any units killed by {{W40kKeyword|Aspect Warriors}} units, up to 1 per turn for ranged and 1 per turn for melee. Score another 2 VP (4 total) if you did both ranged and melee in the same turn. Usually not worth it. Shining Spears are very helpful for this, as they are good both at range and melee, and have the speed to get to whatever target you want. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
Movement based stuff, here we go! You should probably auto-take one of these given just how fast your army is overall.&lt;br /&gt;
*&#039;&#039;Engage on All Fronts&#039;&#039;: Score 2 VP if you have units totally within 3 table quarters and more than 6&amp;quot; away from the center of the board. You instead get 3 VP if you have units totally within each quarter and more than 6&amp;quot; away from the center of the table. Should be relatively easy to score, unless you&#039;re essentially playing gunline Eldar and have a billion tanks hiding on your side of the board. Units that shine include jetbikes, things with deepstrike, Hornets, some aspect warriors... a lot of stuff, really. Planes are not eligible for these points unfortunately. &lt;br /&gt;
*&#039;&#039;The Hidden Path (Codex):&#039;&#039; If you have a Webway Gate, you can set it up within 6&amp;quot; of your DZ, but if you lack that you can mark an objective in your DZ. If you have that gate, you gain a number of VP equal to the round number if you have a unit within 3&amp;quot; of the gate while the enemy doesn&#039;t. You gain a number of VP equal to the round number if you control the indicated objective with an {{W40kKeyword|Asuryani}} unit (meaning no Harlies or Commorite allies). A pretty safe take in any case, especially if you secure the gate/objective with some artillery or rangers. Since units can get short charges out of webway gates, you can keep a deadly but slow melee threat in reserve and shred anything that tries to move in, like Wraithblades with swords or the Avatar. &lt;br /&gt;
*&#039;&#039;Linebreaker&#039;&#039;: 2 VP for one unit in the enemy deployment zone, or 4 VP at the turn&#039;s end if you get 2+ units (excluding {{W40kKeyword|Aircraft}}). Axe and shield Wraithblades that are getting buffed up with your plentiful sources of those are a good candidate. Protect, Fortune and their shields make them nigh impossible to shift. Once more, other fast things that do work up close also are ideal for this. Shining Spears, Banshees, even a Wave Serpent can score this for a bit. Turn 1 Falcon deep strikes and unloading its contents help you get this first turn, after that focus on cheap, fast units like Vypers, Banshees, or War Walkers suicidally entering their side of the board. &lt;br /&gt;
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&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
A lot of these are action based. They each have their own rules but all universally share some traits. You can&#039;t perform them if you&#039;ve advanced or fell back with the unit you want to do it with or are within engagement range of an enemy unit. Character auras don&#039;t work while they are doing this, and the action fails if your unit does basically anything. Moves, advances, charges, falls back, shoots, casts a psyker power, or heroically intervenes. Two things to note: Warp Spiders can use their Flickerjump and still do these for you, and Dire Avengers can do these and still shoot. &lt;br /&gt;
*&#039;&#039;Retrieve Nephelim Data&#039;&#039;: Your {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} units gain a new action each turn. For each separate table quarter (excluding a 6&amp;quot; bubble around the centre of the board) you complete this action in, add 1 to your Retrived Data tally. Fails if you roll over the number of models in the unit (troop units get a bonus of 1), so you want to do this with large squads to guarantee success. Get 4 VP for doing this in 2 quarters, 8 VP for 3, or 12 VP for all 4 quarters. A very reliable way to gain 8 or 12 points, consider this a staple. &lt;br /&gt;
*&#039;&#039;Raise the Banners High&#039;&#039;: Your {{W40kKeyword|Infantry}} units gain a new action each turn in an attempt to emulate [[Dawn of War]]. When they move next to an objective  they can choose to plant a flag which completes at the end of your turn. At the end of every Command Phase and at the end of the game, you score 1 VP for each flag you have on an objective. Be sure to guard your objectives, as the enemy can immediately rip down your flags when they control your objectives. &lt;br /&gt;
*&#039;&#039;Scout the Enemy (Codex):&#039;&#039; Your {{W40kKeyword|Infantry}} gain a new action, sacrificing their shooting in order to perform this once they&#039;re over 6&amp;quot; away from your DZ. You gain 2 VP if this action was performed outside the enemy DZ, but 4 VP if you do it while within the enemy DZ. This is notably better on Rangers, who complete this at the end of the turn; any other units complete it at the start of the next or when the game ends, giving your opponent a chance to stop them. You&#039;re not likely to max this one, as only one unit can attempt it per turn, and you&#039;d need four turns in your enemy&#039;s DZ (or 2 outside and 3 inside).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
One more thing that we shine at, given our abundance of psykers. These give you a new power that functions similar to an action. You can perils off of these and they can be denied, though if you try and use these you cannot use any of the psyker&#039;s other powers. Keep in mind that using a psychic action consumes all your psychic powers for the turn, so you want to do this with your Spiritseers or Warlocks, not Farseers if you can help it. &lt;br /&gt;
*&#039;&#039;Abhor the Witch&#039;&#039;: You can&#039;t take any {{W40kKeyword|Psyker}} units for this. Good fucking luck with that but if you&#039;re an absolute madman and take this, you gain 3 VP for any {{W40kKeyword|Psyker}} {{W40kKeyword|Character}} you kill and 2 VP for any other {{W40kKeyword|Psyker}} units killed. Autotake vs Grey Knights or Thousand Sons if you&#039;re eligible, but you should never leave home without your psykers.&lt;br /&gt;
*&#039;&#039;Psychic Interrogation&#039;&#039;: Your {{W40kKeyword|Psyker Character}} units gain a new power. During the psychic phase, they can cast this power on a 4+ on an enemy {{W40kKeyword|Character}} within 24&amp;quot; and gain 3 VP. If you equal or beat their leadership on your psychic test, gain 1 CP (!!). Outranges most psychic powers and denies, so smart positioning means this is almost guaranteed to go off. Farseers and Warlocks on bikes are pretty damn fast and can get into position for this easily. Something to consider is having one psyker on a bike roll up, and cast this, and have another that&#039;s not too far off cast Quicken on the first to pull him back into safety. Usually a pretty good choice, just make sure you keep their characters alive long enough to farm some points. &lt;br /&gt;
*&#039;&#039;Warp Ritual&#039;&#039;: Your {{W40kKeyword|Psyker Character}} units gain a new power. Score 3 VP if you get a {{W40kKeyword|Psyker}} unit within 6&amp;quot; of the table center and cast this special power on a 3+, 4 VP the second time you do it, and 5 VP for a third time (12 VP total). Hard to do without cover or a beefy unit giving your squishy psykers protection, never mind you&#039;re giving up a psyker&#039;s potential and will be leaving them exposed otherwise. Nevertheless a reasonably consistent secondary, just not as good as Psychic Interrogation. &lt;br /&gt;
*&#039;&#039;Scry Futures (Codex):&#039;&#039; Your {{W40kKeyword|Psyker}} units gain a new power. Psykers can cast this power on a 4+ at each objective, scoring 3 VP for this action. Obviously better the more objectives there are, as you can get some flexibility on which of the opponent&#039;s objectives you want to do this to. Critically this does not require a Character to cast, so your Hemlocks and Wraithseers can actually help out here. &lt;br /&gt;
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&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Avengers of Asuryan (2 CP):&#039;&#039;&#039; One Dire Avengers unit that&#039;s below their starting strength can shoot twice. With the improved avenger catapults, this can be incredibly very potent for wiping out a unit before they can even flee. Put 10 in a Wave Serpent and hope 1 dies when the tank explodes, then laugh as you shred anything in your way. &lt;br /&gt;
*&#039;&#039;&#039;Bladestorm (1 CP):&#039;&#039;&#039; Any Asuryani or Harlequins unit that rolls a natural 6 to hit with a shuriken weapon scores an additional hit. Nice way to sneak through some extra damage, usually on your Dire Avengers or jetbikes.&lt;br /&gt;
*&#039;&#039;&#039;Fire and Reposition (1 CP):&#039;&#039;&#039; When an {{W40kKeyword|Outcasts}} unit moves using Battle Focus, they can move through terrain without any penalty.&lt;br /&gt;
*&#039;&#039;&#039;The Great Enemy (1 CP):&#039;&#039;&#039; Used whenever a friendly Asuryani/Harlequins/Ynnari unit is chosen to fight. Re-roll all failed to-wound rolls against a unit with the {{W40kKeyword|Slaanesh}} keyword. Can be extremely usefully against Obliterators and Havocs as everybody and their dog gives them mark of Slaanesh to use &#039;&#039;&#039;Endless Cacophony&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Fast Reactions (1 CP):&#039;&#039;&#039; Used when a friendly non-monster unit is targeted by a ranged or melee weapon. All attacks against that unit are resolved at -1 to hit for the rest of the phase. Expect to use this a fair bit given most of your foot soldiers are pretty squishy. Can also be used on tanks and other things to improve mobility too.&lt;br /&gt;
*&#039;&#039;&#039;Matchless Agility (1 CP):&#039;&#039;&#039; &amp;lt;s&amp;gt;Instead of rolling a die, your unit automatically moves 6&amp;quot; when using Battle Focus.&amp;lt;/s&amp;gt;  Nerfed by GW. Reroll a Battle Focus die. Usually not worth it.&lt;br /&gt;
*&#039;&#039;&#039;Martial Citizenry (1 CP):&#039;&#039;&#039; During the shooting or fight phase, a {{W40kKeyword|Guardians}} unit can re-roll 1s to hit without needing to be near an objective.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Avatar Resurgent (1 CP):&#039;&#039;&#039; When your Avatar of Khaine dies before they can fight, they won&#039;t get removed until the end of the phase and, more importantly, they can make their attacks as well as make two extra swings before crumbling.&lt;br /&gt;
*&#039;&#039;&#039;Battle Psykers (2 CP):&#039;&#039;&#039; When a unit of warlocks with 4+ models casts one power from the Runes of Battle discipline, they can use BOTH powers.&lt;br /&gt;
*&#039;&#039;&#039;Multifaceted Mind (1 CP):&#039;&#039;&#039; Allows a Farseer, Shadowseer or Yvraine to cast after performing a psychic action, such as any of the secondary objectives or boosting the Eldritch Storm.&lt;br /&gt;
*&#039;&#039;&#039;The Phoenix Reborn (1 CP):&#039;&#039;&#039; Any time a {{WH40Kkeyword|Phoenix Lord}} dies, you can trigger this to resurrect them on a 4+ with d3 wounds. Can only be used once on each lord. Worth saving a CP for if you think your Phoenix Lords are in trouble, they are usually a huge pain to kill. &lt;br /&gt;
*&#039;&#039;&#039;Unparalleled Mastery (1 CP):&#039;&#039;&#039; One Farseer, Shadowseer, Yvraine or the Yncarne can cast an additional power after successfully casting the first. Ohhh, expect to use this a lot to one-up Tzeentch&#039;s bitches.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Champion of the Aeldari (1 CP):&#039;&#039;&#039; The typical &amp;quot;another character gains a WT&amp;quot;, though this one is special in that it also allows you to provide a WT to a Harlequins character as well.&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Shrines (1 CP):&#039;&#039;&#039; An equivalent to the &amp;quot;sergeant gains relics&amp;quot; stratagem, though this provides 2 Exarchs access to a relic from the Aspect Shrine Relics list.&lt;br /&gt;
*&#039;&#039;&#039;Seer Council (1 CP)&#039;&#039;&#039;: Before battle, once per game, you can select a {{WH40Kkeyword|Farseer}} and a {{WH40Kkeyword|Warlocks}} unit with at least 2 or more models. As long as the Farseer is within 6&amp;quot; of the Warlocks, they can add 1 to all Psychic tests they make. If they are within 3&amp;quot;, enemy units cannot target the Farseer with ranged attacks.&lt;br /&gt;
**Much better than its prior incarnation simply because you don&#039;t have to keep spending CP to keep up the improved casting. Plus, your Farseer becomes &#039;&#039;much&#039;&#039; harder to snipe out. Your Warlocks, unfortunately, don&#039;t really get any direct benefit and absolutely &#039;&#039;will&#039;&#039; be targeted with extreme prejudice if your opponent tires of your psychic shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Aeldari (1 CP):&#039;&#039;&#039; The typical &amp;quot;another character gains a relic&amp;quot; stratagem, also allowing you to provide gifts to Harlequins.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Storm (3 CP)&#039;&#039;&#039;: The space elf version of the Orbital Strike, used only once per game. Nerfed by GW, this is almost never worth it anymore. One Farseer marks a location within 24&amp;quot; during the command phase. During your psychic phase, any Farseer within 24&amp;quot; of this point can make a special WC5 psychic action to &amp;lt;s&amp;gt;empower it, making it deal an additional Mortal Wound&amp;lt;/s&amp;gt; cast it. During your shooting phase, any units within 6&amp;quot; of this point take d3 MWs on a &amp;lt;s&amp;gt;2+ (4+ for {{WH40Kkeyword|Infantry Characters}})&amp;lt;/s&amp;gt; 4+.&lt;br /&gt;
**The issue with this is that it&#039;s requiring a LOT of setup for it to actually work. Considering that you won&#039;t often have multiple Farseers on the field, much less want them in range to get shot off the map by either an enemy psyker or conventional gunfire, and the fact that your enemy will have a clear spot to see where the explosion will be, it&#039;s best to only consider using this when you&#039;re sure it&#039;ll hit. After the new nerfs, this is only statistically worth it if you&#039;re catching 13+ units in the bubble, which is essentially impossible to do. &lt;br /&gt;
*&#039;&#039;&#039;Feigned Retreat (1/2 CP)&#039;&#039;&#039;: Pick a unit that has fallen back this turn; it can now shoot or charge despite having fallen back, though spending 2 CP allows you to do both. An extremely useful stratagem for your hit-and-run units like your Shining Spears, especially since the {{W40kKeyword|FLY}} keyword no longer lets units fall back and shoot.&lt;br /&gt;
*&#039;&#039;&#039;Fire and Fade (2 CP)&#039;&#039;&#039;: After a non-{{W40kKeyword|Aircraft}} unit shoots, it can move 7&amp;quot; as if it was the movement phase; however, it will be unable to charge that turn. Still a small price to pay for getting move-shoot-move back for your Harlequins. It gives a great mobility boost as well as Advance-Shoot-Move is possible. Finally it can be a nice option to get a unit back into cover after it has finished off a unit in the shooting phase. Only usable once per game for some fucking reason, even though dark eldar and tau can do it all they&#039;d like (though the latter only can do it with specific units). Thanks GW. &lt;br /&gt;
**Now that Battle Focus essentially does the same thing, it begs the question on why you&#039;d use this stratagem? The first is the Harlequins, who not only don&#039;t get Battle Focus, but can also use this move to jump back into their transports. The second is for consistency. Battle Focus is a very swingy d6&amp;quot; movement with penalties for moving into/over terrain. A flat 7&amp;quot; is not only better than the best possible roll, but doesn&#039;t seem to incur a 3&amp;quot; penalty to the unit you used this on. In a Craftworld detachment though, this is basically designed for your vehicles, who don&#039;t benefit from Battle Focus (some can but that&#039;s wargear, and also less reliable). Combo with your Fire Prisms or War Walker squads to keep them safe from return fire for an extra turn.&lt;br /&gt;
*&#039;&#039;&#039;Forewarned (2 CP):&#039;&#039;&#039; Used whenever an enemy unit arrives onto the battlefield within eyesight of a friendly {{W40kKeyword|&amp;lt;Craftworld&amp;gt;}} unit that is within 12&amp;quot; of a friendly {{W40kKeyword|&amp;lt;Craftworld&amp;gt; Farseer}}. That friendly unit may make an out-of-sequence shooting attack as if it were their shooting phase. This is arguably your best defensive stratagem, as you can completely fuck over an opponent by blowing up their reserves before they get a chance to fire their guns even once. Dark Reapers guided by your Farseer are the best candidates to use this stratagem on, since they&#039;ll always hit on a 3+ while re-rolling misses. Their ability to switch between single-shot S8 flat 3 damage missiles or 2-shot S5 flat 2 damage missiles makes them exceptionally versatile at dealing with virtually any kind of unit that may be placed in reserves.&lt;br /&gt;
**A note on Drop Pods and other transports: The RAW specifically states you target the unit that arrives, in this case the Drop Pod or transport itself, and not whatever comes charging out.&lt;br /&gt;
*&#039;&#039;&#039;Linked Fire (2 CP)&#039;&#039;&#039;: When a target is selected for a Fire Prism&#039;s Prism Cannon, you can combine its fire with up to two nearby Fire Prisms within 12&amp;quot;, forcing them to sacrifice their shooting. The first tank can only fire using the Focused profile, but it gives that profile two extra shots per additional tank and makes all shots pierce through enemy invulns. Simply put, this is how you destroy anything short of a titan, as S14 AP-5 demolishes most defenses and 3d3 damage per shot can overcome most damage mitigation rules.&lt;br /&gt;
**Hilariously you can also use &#039;&#039;&#039;Linked Fire&#039;&#039;&#039; to nuke your opponent&#039;s special snowflake character, as long as the character is the closest model to the first Fire Prism the others can also target it. &lt;br /&gt;
*&#039;&#039;&#039;Phantasm (2 CP):&#039;&#039;&#039; Used at the beginning of the game but before the first player turn has begun. You may immediately remove up to 3 friendly non-Titanic units and re-deploy them or throw them into Strategic Reserves without spending extra CP. Nice if you deployed first for a quick counter-deployment strategy in case you fucked up your unit placement. Considering how a properly positioned Eldar unit is critical, this can be a good backup plan. Alternatively, if you have the CP to spare, you can attempt to influence or bait your opponent&#039;s deployment by setting up a few key units (like a Fire Prism, Wraithlord/seer or Wave Serpent) in a position that &#039;&#039;heavily&#039;&#039; encourages him/her to focus on either setting up in a manner to exclusively &#039;&#039;avoid&#039;&#039; or &#039;&#039;target&#039;&#039; those units. Once the deployment is finished, you can [[Just as planned | place that Fire Prism he could&#039;ve sworn was just sitting out in the open way down field of those devastators he sent after it with a clear flanking shot on them]].&lt;br /&gt;
**Do note that using this tactic offensively will likely only work once or twice against most people, and even then you shouldn&#039;t base your core strategy around it. Try to save it for tournaments or games against irregular opponents and if you&#039;re confident you can afford the CP or potential risk to your important units.&lt;br /&gt;
*&#039;&#039;&#039;Webway Strike (1/3 CP):&#039;&#039;&#039; This lets you deep strike a single {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} unit of your choice! Pay 3 CP instead to deepstrike two such units. This is still an excellent stratagem for any non-{{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} units you want to either protect for the opening turn or to outflank vulnerable positions in your enemy&#039;s lines. As they follow standard deepstriking rules, this is the superior choice to Strategic Reserves but can be used in conjunction with it.&lt;br /&gt;
**Remember that Guardian Platforms are Infantry and Vypers are Bikers. Ulthwe and Saim-Hann respectively can use this to dump a Guardian Squad with Heavy Weapons or Vypers full of Heavy weapons right behind something important then fire without penalty (Discipline of the Black Guardians Strat and Saim-Hann Craftworld trait respectively)&lt;br /&gt;
**Special note on guardians, although they can use this to deep strike into shuriken catapult range, just bear in mind this will also put your brittle unbuffed guardians at risk of auspex scan and other stratagems.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grenade Pack (1 CP):&#039;&#039;&#039; After a Swooping Hawks unit moves or advances, mark one unit that they flew over during their move. Roll a d6 for each model in your unit, the unit will suffer a mortal wound for each 4+ (-1 for non-vehicle or monster {{W40kKeyword|Characters}} to a maximum of 6.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Charges (1 CP):&#039;&#039;&#039; Melta bombs for Fire Dragons. Used in the fight phase, one model can roll to hit an enemy {{W40kKeyword|Vehicle}}, dealing 2d3 mortals on a hit. Very handy if you just failed to kill a big scary vehicle in charge range, send your dragons in and sneak in the last few wounds.&lt;br /&gt;
*&#039;&#039;&#039;Resonator Shard (1 CP):&#039;&#039;&#039; A unit with a doomweaver, shadow-weaver, or d-cannon can re-roll to hit if they&#039;re within 12&amp;quot; of a unit with the {{W40kKeyword|Resonator Shard}} keyword.&lt;br /&gt;
*&#039;&#039;&#039;Shield Discharge (1 CP):&#039;&#039;&#039; Any unit with a Serpent Shield (Guardians) or a Wave Serpent shield can sacrifice their shield to force an enemy within 12&amp;quot; to be unable to overwatch and take a -1 to hit in melee for the next turn. Though overwatch isn&#039;t as much of a nuisance as it was in previous editions, that melee penalty can help your Storm Guardians or Striking Scorpions get an edge over.&lt;br /&gt;
*&#039;&#039;&#039;Starhawk Missile (1 CP):&#039;&#039;&#039; When a model with a missile launcher fires at an {{W40kKeyword|aircraft}} model, they can only make one attack with a +1 to hit, dealing 2d3 mortal wounds on a hit.&lt;br /&gt;
*&#039;&#039;&#039;Wireweave Grenades (1 CP):&#039;&#039;&#039; During the movement phase, a Shroud Runner can fire these upon an enemy unit within 12&amp;quot;, rolling a d3. This d3 is going to represent how many mortal wounds this unit suffers, the penalty to their movement, and the penalty they take to their charge roll. All of this is incredibly useful, as this can save fragile guardians from a charging mob, whether it&#039;s from the charge being just out of reach or because you killed the frontmost model who let them charge at all.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
The Eldar have always been psychic power-houses in their many iterations throughout 40k&#039;s history, 8th edition sees the return of reliable psychic tests, as well as more reliable ways to stop psykers. Looking at matched play rules we can see that almost every single army can cast only 6 powers other than Smite per turn (Thousand Sons have access to 18, Grey Knights have 20. (These numbers are only this high because we&#039;re factoring in psychic powers from their respective sub-factions.)) and moreover only from their specific discipline, while Eldar can cast 24 different powers (different variations of warlocks powers are being considered separate powers)! And almost all of them may find some big use. Additionally, all but one of our powers don&#039;t need a line of sight against their targets, feel free to hide your psykers as needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Runes of Fate&amp;quot;&amp;gt;&lt;br /&gt;
Exclusive to your Farseers, who can pick up to two of these to pair with Smite. The formerly universal Runes of Fate have been nerfed and all supporting powers can now only benefit {{W40Kkeyword|Asuryani Core}} and {{W40Kkeyword|Asuryani Character}} units. Additionally, the range on all powers has been nerfed to 18&amp;quot; standard, with a particularly high Psychic test being required to target units at the former 24&amp;quot; range most of these powers had (mostly a WC of 10 or higher) but you&#039;ll want to be within 18&amp;quot; of who you want the powers to affect.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Guide:&#039;&#039;&#039; WC 6. Targets a single friendly {{W40Kkeyword|Asuryani Core}} or {{W40Kkeyword|Asuryani Character}} unit within 18&amp;quot;. Re-roll all failed to-hit rolls for the unit&#039;s ranged weapons until the next psychic phase. Works better the less accurate and more populous the unit is, of course - you won&#039;t see much bang for your buck if you have the Farseer cast this on themselves.&lt;br /&gt;
#&#039;&#039;&#039;Doom:&#039;&#039;&#039; WC 7. Targets a single enemy unit within 18&amp;quot;. Re-roll all failed to-wound rolls from {{W40Kkeyword|Asuryani Core}} or {{W40Kkeyword|Asuryani Character}} unit attacks against the targeted enemy unit until the next psychic phase. Works better the harder the target is to wound, of course. Arguably the best psychic power in the game, you want this to go off. Save your psychic Strands of Fate for this one. &lt;br /&gt;
#*Bear in mind that your opponent will typically be particularly wary of Doom, so try to keep the Farseer casting it out of denial range. If you expect your opponent to attempt to deny the witch, have a supporting warlock (conclave) cast &#039;&#039;Focus Will&#039;&#039; on your Farseer for a touch of insurance.&lt;br /&gt;
#&#039;&#039;&#039;Fortune:&#039;&#039;&#039; WC 6. A single friendly {{W40Kkeyword|Asuryani Core}} or {{W40Kkeyword|Asuryani Character}} unit within 18&amp;quot; gets a 5+++. Until GW decides to clear up the [http://www.belloflostsouls.net/2017/07/40k-suffer-not-wound-take.html wording mess of ignoring wounds], the generally accepted procedure is to use Fortune whenever the unit loses a wound, i.e. against all type of damage. Considering it can be used on Characters, you can use it on the Avatar to let it survive that much longer when paired up with his intrinsic halves-all-damage.&lt;br /&gt;
#&#039;&#039;&#039;Executioner:&#039;&#039;&#039; WC 7. The nearest enemy unit within 18&amp;quot; suffers 1d3 mortal wounds, and if a model in the unit is slain, it suffers an additional 1d3 mortal wounds.  A real rarity among psychic powers, this actually has the potential to outperform Smite, provided you target it intentionally - Smite is strictly better against one big target, but this will outperform Smite against any unit with a single-wound model in it (either natively, or because you&#039;ve already damaged it).&lt;br /&gt;
#*Now that Smite is limited to once per caster, Executioner is essential to purely offensive Farseers.&lt;br /&gt;
#&#039;&#039;&#039;Will of Asuryan:&#039;&#039;&#039; WC 6.  One friendly {{W40Kkeyword|Asuryani Core}} or {{W40Kkeyword|Asuryani Character}} unit within 18&amp;quot; of the Psyker automatically passes combat attrition tests, can shoot while performing actions without failing, and gains Objective Secured. Honestly a pretty usable upgrade that can come in clutch if you need to hold onto that last objective or perform one last action to get you ahead in VPs.&lt;br /&gt;
#*Due to the rework to the morale system, the first part of this power isn&#039;t terribly useful these days. Rather, you&#039;re likely taking this to supplement your objective game.&lt;br /&gt;
# &#039;&#039;&#039;Mind War:&#039;&#039;&#039; WC 7. Targets a single enemy {{W40Kkeyword|Character}} model within 18&amp;quot; of the psyker. Both players roll 1d6 and add their model&#039;s leadership characteristic to the result. If the target rolls higher or draws, nothing happens. If you roll higher than the target, they suffer a number of mortal wounds equal to the difference in score. If you get a WC of 10 or more, you roll 2d3 instead of 1d6.&lt;br /&gt;
#*Pair a group of 4+ Warlocks that know Embolden and Horrify with a Mind War Farseer. You can give the Farseer an effective leadership buff of +4 over the enemy character to greatly enhance the odds that they take some serious mortal wounds&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Runes of Battle&amp;quot;&amp;gt;&lt;br /&gt;
Warlocks and Spiritseers always know one pair of powers, but these count as individual powers for all casting purposes, meaning the psyker in question can choose which to cast and doesn&#039;t block another from casting the &amp;quot;twinned&amp;quot; power. All powers have a range of 18&amp;quot; and are active for one full round. The blessing portion of the powers can buff only {{WH40Kkeyword|&amp;lt;Craftworld&amp;gt; Asuryani Core}} and occasionally {{WH40Kkeyword|&amp;lt;Craftworld&amp;gt; Asuryani Character}} units. Fortunately, the malediction portion can debuff everything. In every Wave Serpent, there will be enough room for one or two psykers to support the main unit, you just have to decide which power(s) to take!&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Conceal/Reveal:&#039;&#039;&#039; WC 6. Blessing: a {{WH40Kkeyword|&amp;lt;Craftworld&amp;gt; Asuryani Core}} unit within 18&amp;quot; gains the benefits of Light Cover until your next psychic phase. Malediction: An enemy unit within 18&amp;quot; of the {{WH40Kkeyword|Psyker}} loses the benefits of cover.&lt;br /&gt;
#* Reveal is substantially more useful than Conceal, as it removes all forms of cover from a target unit.&lt;br /&gt;
#&#039;&#039;&#039;Embolden/Horrify:&#039;&#039;&#039; WC 7. Blessing: One {{WH40Kkeyword|&amp;lt;Craftworld&amp;gt; Asuryani Core}}/{{WH40Kkeyword|Character}} within 18&amp;quot; receives  +2 to their Leadership and Always Fights First until your next Psychic Phase.  Malediction: One enemy unit within 18&amp;quot; of the {{WH40Kkeyword|Psyker}} receives -2 to their Leadership and Always Fights Last until your next Psychic Phase.&lt;br /&gt;
#* Much like Conceal/Reveal, the offensive part of this spell is substantially more useful in most circumstances. You can pair the two together if you plan on using a Mind War Farseer.&lt;br /&gt;
#&#039;&#039;&#039;Enhance/Drain:&#039;&#039;&#039; WC 6.  Blessing: A {{WH40Kkeyword|&amp;lt;Craftworld&amp;gt; Asuryani Core}} unit within 18&amp;quot; gains +1 to hit whenever they make a melee attack until your next Psychic phase. Malediction: An enemy unit within 18&amp;quot; of the {{WH40Kkeyword|Psyker}} gets a -1 modifier to their melee hit rolls until your next Psychic Phase.&lt;br /&gt;
#* Compared to your other Runes of Battle, which were generally buffed with additional effects, Enhance and Drain stayed pretty basic. Drain is a reasonable tool to help protect units engaged in melee against dangerous foes while Enhance can pair very nicely with re-roll 1 effects (like the Autarch&#039;s Path of Command) to borderline guarantee all your unit&#039;s melee attacks land true.&lt;br /&gt;
#&#039;&#039;&#039;Protect/Jinx:&#039;&#039;&#039; WC 7. Blessing: A {{WH40Kkeyword|&amp;lt;Craftworld&amp;gt; Asuryani Core}} unit within 18&amp;quot; improves its Sv characteristic by 1 (to a maximum of 2+).  Malediction: An enemy unit within 18&amp;quot; worsens its Sv characteristic by 1 (to a maximum of 6+).&lt;br /&gt;
#&#039;&#039;&#039;Quicken/Restrain:&#039;&#039;&#039; WC 6.  Blessing: A {{WH40Kkeyword|&amp;lt;Craftworld&amp;gt; Asuryani Core}}/A {{WH40Kkeyword|character}} unit within 18&amp;quot; can Normal Move, Advance, or Fall Back, but then it can&#039;t shoot or charge this turn.  Malediction: An enemy unit within 18&amp;quot; goes to half Movement and can&#039;t perform actions, automatically failing any actions it&#039;s currently performing, which lasts until your next Psychic phase.&lt;br /&gt;
#&#039;&#039;&#039;Empower/Enervate:&#039;&#039;&#039; WC 6. Blessing: A {{WH40Kkeyword|&amp;lt;Craftworld&amp;gt; Asuryani Core}} unit within 18&amp;quot; gains +1 to wound whenever they make a melee attack until your next Psychic phase. Malediction: An enemy unit within 18&amp;quot; of the {{WH40Kkeyword|Psyker}} gets a -1 modifier to their melee wound rolls until your next Psychic Phase.&lt;br /&gt;
#* When deciding between this and Enhance/Drain: Always buff/debuff the part that has the lower probability for a bigger effect (basic probability calculus). As an example, your Storm Guardians will typically hit on 3+ and wound on 5+, hence they will benefit more from Empower than from Enhance. On the opposite end, enemies with low accuracy but high strength weapons will suffer more from Drain than from Enervate. Just keep in mind that plusses and minuses don&#039;t stack, so don&#039;t give +1 to wound to your banshees or -1 to hit to enemy power fists. If both chances are equal, use Enhance/Drain - being hit or wounded can have rider effects from stratagems and so on, and since wounding requires hitting, the hit buff/debuff is more broadly useful.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Runes of Fortune&amp;quot;&amp;gt;&lt;br /&gt;
Now, something Farseers and Spiritseers can freely learn without sacrificing Smite.&lt;br /&gt;
#&#039;&#039;&#039;Fateful Divergence&#039;&#039;&#039;: WC 6. You gain a command point. That&#039;s a new one, and very nice if you don&#039;t have another way to generate CP.&lt;br /&gt;
#&#039;&#039;&#039;Witch Strike&#039;&#039;&#039;: WC 5. Target friendly {{WH40Kkeyword|Psyker}} within 24&amp;quot; will automatically deal 1 mortal wound on a successful wound roll during the fight phase instead of normal damage (the attack sequence ends and you go on to the next attack). Pretty bad.&lt;br /&gt;
#&#039;&#039;&#039;Ghostwalk&#039;&#039;&#039;: WC 6. A friendly {{WH40Kkeyword|&amp;lt;Craftworld&amp;gt; Asuryani Core}} or {{WH40Kkeyword|&amp;lt;Craftworld&amp;gt; Asuryani Character}} unit within 12&amp;quot; gains +2 to their charge rolls until the next psychic phase. A fantastic means to improve the odds of a successful charge out of reserves, or a way to guarantee the critical 9&amp;quot; charge if combined with Strands of Fate. &lt;br /&gt;
#&#039;&#039;&#039;Crushing Orb&#039;&#039;&#039;: WC6. Select one visible enemy unit within 18&amp;quot;. Roll 3d6; on each 4+ (2+ if the target is a {{WH40Kkeyword|Vehicle}} or {{WH40Kkeyword|Monster}}, or 6+ models), you deal a mortal to the target. Much better than its previous incarnation and a reasonably reliable way to slam mortals onto a monster or vehicle, although it can&#039;t hold a candle to Smite.&lt;br /&gt;
#&#039;&#039;&#039;Focus Will&#039;&#039;&#039;: WC 6. Select a friendly {{WH40Kkeyword|Craftworld Psyker}} within 24&amp;quot;. Until the end of your psychic phase add 2 to any psychic tests they make. Still the best psyker support you can provide to a key Farseer.&lt;br /&gt;
#&#039;&#039;&#039;Impair Senses&#039;&#039;&#039;: WC 6. Pick one enemy unit within 18&amp;quot; that is visible to the casting Psyker. That unit cannot benefit from any allied Aura abilities from your opponent&#039;s army until your next psychic phase. This can be a good way to shut down support for a deathstar unit or a way to negate cheese tactics revolving around aura spam.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Weapons:&#039;&#039;&#039; The unique weapons of the Craftworld Eldar and their bolter equivalent. Though their default statlines only render them particularly reliable against GEQ targets, the signature ability of all shuriken weaponry confers an additional -2 to AP on unmodified 6 to wound, bringing them to AP -3 or AP -4. This can threaten just about any unit in the game that relies on their armour saves, and always combos well with Doom. &lt;br /&gt;
**&#039;&#039;&#039;Shuriken Pistol:&#039;&#039;&#039; 12&amp;quot; Pistol 1 S4 AP-1 D1. A complimentary sidearm for Farseers, Warlocks, Spiritseers, and a number of your Aspect Warriors and assorted others. They differ from their rifle-sized cousins only in the rate of fire and range.&lt;br /&gt;
**&#039;&#039;&#039;Shuriken Catapult:&#039;&#039;&#039; 18&amp;quot; Assault 2 S4 AP-1 D1. Standard armament for Guardian Defenders and the gun is traditionally pictured when one mentions the Eldar. The improved range means that now they aren&#039;t risking charges just to fire their guns, but expect most other forces to shoot at them well beforehand.&lt;br /&gt;
***&#039;&#039;&#039;Avenger Shuriken Catapult:&#039;&#039;&#039; 18&amp;quot; Assault 3 S4 AP-2 D1; having AP-2 base means this beats out a Shuriken Cannon against some highly specific targets - mainly Sisters of Battle, since the target has to be W1 with a good save.  Other than that, you can generally treat it like 1.5 Shuriken Catapults. Considering AoC it is now almost 2 times better against those models. AP-4 seems not as much an overkill too now when there are 1+ save terminators in cover that you need AP5 to push to invulns.&lt;br /&gt;
***&#039;&#039;&#039;Twin Shuriken Catapult:&#039;&#039;&#039; 18&amp;quot; Assault 4 S4 AP-1 D1. Two shuriken catapults strapped together. The default underslung gun for jetbikes and hovertanks.&lt;br /&gt;
**&#039;&#039;&#039;Shuriken Rifle:&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1 S4 AP-1 D1. The shuriken catapult&#039;s big brother, the rifle to its carabine, trading volume of fire for the safety and power projection of an extra bit of range, allowing your shooty Corsairs to soften the enemy for your more close-and-personal units.&lt;br /&gt;
**&#039;&#039;&#039;Shuriken Cannon:&#039;&#039;&#039; 24&amp;quot; Heavy 3 S6 AP-1 D2. The first heavy weapon, the shuriken cannon is typically reserved for jetbikes and vehicles. With the changes to both the Shuriken rules and its own statline, this weapon has become something more of a threat against MEQ and the like, though it will still suffer against vehicles.&lt;br /&gt;
**Shuriken Math: the odds of a successful wound getting the AP benefit are higher the &#039;&#039;harder&#039;&#039; it is to wound something, so Shuriken is a more powerful ability with worse S, while the usual rules for improving AP apply, so it&#039;s also more powerful on a gun with worse AP.  Here&#039;s the breakdown of effective average penetration for the Shuriken Weapons above:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | Shuriken Math&lt;br /&gt;
! scope=col rowspan=2 | Toughness&lt;br /&gt;
! scope=col rowspan=2 | Save&lt;br /&gt;
! scope=colgroup colspan=2 | S4 AP-1&lt;br /&gt;
! scope=colgroup colspan=2 | S4 AP-2&lt;br /&gt;
! scope=colgroup colspan=2 | S6 AP-1&lt;br /&gt;
|-&lt;br /&gt;
! scope=col | Effective AP&lt;br /&gt;
! scope=col | Wound+Penetrate Odds&lt;br /&gt;
! scope=col | Effective AP&lt;br /&gt;
! scope=col | Wound+Penetrate Odds&lt;br /&gt;
! scope=col | Effective AP&lt;br /&gt;
! scope=col | Wound+Penetrate Odds&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| 1-2 || 3+/7++ ||rowspan=2| -1.4 || 47.22% ||rowspan=2| -2.4 || 61.11% ||rowspan=2| -1.4 || 47.22%&lt;br /&gt;
|-&lt;br /&gt;
| 2+/5++ || 33.33% || 44.44% || 33.33%&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| 3 || 3+/7++ ||rowspan=2| -1.5 || 38.89% ||rowspan=2| -2.5 || 50.00% ||rowspan=2| -1.4 || 47.22%&lt;br /&gt;
|-&lt;br /&gt;
| 2+/5++ || 27.78% || 36.11% || 33.33%&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| 4 || 3+/7++ ||rowspan=2| -1.67 || 30.56% ||rowspan=2| -2.67 || 38.89% ||rowspan=2| -1.5 || 38.89%&lt;br /&gt;
|-&lt;br /&gt;
| 2+/5++ || 22.22% || 27.78% || 27.78%&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| 5 || 3+/7++ ||rowspan=2| -2 || 22.22% ||rowspan=2| -3 || 27.78% ||rowspan=2| -1.5 || 38.89%&lt;br /&gt;
|-&lt;br /&gt;
| 2+/5++ || 16.67% || 19.44% || 27.78%&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| 6 || 3+/7++ ||rowspan=2| -2 || 22.22% ||rowspan=2| -3 || 27.78% ||rowspan=2| -1.67 || 30.56%&lt;br /&gt;
|-&lt;br /&gt;
| 2+/5++ || 16.67% || 19.44% || 22.22%&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| 7 || 3+/7++ ||rowspan=2| -2 || 22.22% ||rowspan=2| -3 || 27.78% ||rowspan=2| -2 || 22.22%&lt;br /&gt;
|-&lt;br /&gt;
| 2+/5++ || 16.67% || 19.44% || 16.67%&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| 8-11 || 3+/7++ ||rowspan=2| -3 || 13.89% ||rowspan=2| -4 || 16.67% ||rowspan=2| -2 || 22.22%&lt;br /&gt;
|-&lt;br /&gt;
| 2+/5++ || 11.11% || 11.11% || 16.67%&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| 12+ || 3+/7++ ||rowspan=2| -3 || 13.89% ||rowspan=2| -4 || 16.67% ||rowspan=2| -3 || 13.89%&lt;br /&gt;
|}&lt;br /&gt;
***Note this doesn&#039;t necessarily mean that you &#039;&#039;should&#039;&#039; fire your shuriken catapults and stuff at vehicles and expect to kill them. Sure, they&#039;ll be more likely to do damage, should a wound go through but you&#039;re not looking at a lot of them doing so&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapons:&#039;&#039;&#039; Standard fare on a majority of your vehicles that actually have options. Compared to their equivalents in other armies, your Heavy weapons tend to have slightly better AP but pay for it with their reduced range/strength values.&lt;br /&gt;
**&#039;&#039;&#039;Scatter Laser:&#039;&#039;&#039; 36&amp;quot; Heavy 6 S6 Ap-0 D1. A GEQ grinder and multilaser equivalent. Most of the time, worse than a Shuriken Cannon (e.g. against MEQ), relying more on the volume of fire to kill targets rather than AP. Perfect for hunting ork mobs.&lt;br /&gt;
**&#039;&#039;&#039;Starcannon:&#039;&#039;&#039; 36&amp;quot; Heavy 2 S7 AP-3 D2. Eldar plasma weaponry, MEQ/TEQ mulcher and capable of some hurt on your average vehicle. Consider it as something of a side grade to your shuriken cannons, more strength, and more reliable AP but fewer shots. It&#039;ll fry the aforementioned targets more consistently but it absolutely does not want to be aimed at hordes.&lt;br /&gt;
**&#039;&#039;&#039;Bright Lance:&#039;&#039;&#039; 36&amp;quot; Heavy 1 S8 AP-4 D3+3. A Tank/Monster terminator. A space elf lascannon. It finally got its damage output changed from d6 to 3+d3, making it a very consistent damage dealer and a solid choice for some heavy, long-range firepower.&lt;br /&gt;
**&#039;&#039;&#039;Aeldari Missile Launcher:&#039;&#039;&#039; Choice of two profiles: 48&amp;quot; Heavy 1 S8 AP-2 D1d6 or 48&amp;quot; Heavy 1d6 S4 AP-1 D1, Blast (the latter is basically a long-range Plasma Grenade). A flexible weapon that does its best work against single models like vehicles or against GEQ infantry squads. Unchanged from the last edition and because it&#039;s a more generalist option, tends to fall flat compared to other specialized weapons. You&#039;ll probably wanna pass most of the time.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Grenade:&#039;&#039;&#039; 6&amp;quot; Grenade 1d6 S4 AP-1 D1, Blast. [[Heresy|The xeno love child of Frag and Krak]]. A Grenade that does work against GEQ and can reasonably threaten MEQ, though it&#039;s generally not healthy for the units who can take these to be within such close proximity to them.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Our classic butter knives, now with some extra added bite! The +1 to strength pushes all our standard space-elves to strength four, letting them cleave through GEQs and even MEQs that little bit easier. As always with power swords, anything without an invulnerable save will suffer under their -3 AP.&lt;br /&gt;
*&#039;&#039;&#039;Power Glaive:&#039;&#039;&#039; S+2 AP-2 D2. A bit more of a MEQ hunter, wounds more reliably and does more damage, with slightly less AP.&lt;br /&gt;
*&#039;&#039;&#039;Star Glaive:&#039;&#039;&#039; Sx2 AP-3 D2. It&#039;s a powerfist, sorta. Noticing a theme with the glaives?&lt;br /&gt;
*&#039;&#039;&#039;Witchblade:&#039;&#039;&#039; One of the melee weapons legitimately unique to the Eldar, it has a strange profile at first glance, with S User AP-1 D2, but it always wounds on 2+. [[rape|Always. On everything.]] Unless it doesn&#039;t because it has transhuman or some other rule.&lt;br /&gt;
**&#039;&#039;&#039;Singing Spear:&#039;&#039;&#039; A worse witchblade, except it also includes a shooting profile of 12&amp;quot; Assault 1 S9 with no AP, but D3 (why the S is different is anybody&#039;s guess, since it doesn&#039;t change how the weapon performs). Given this makes your psyker less of a threat in melee and will hurt pretty much nothing with its lack of AP, pass this one.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Crystal Targeting Matrix:&#039;&#039;&#039; (10pts) Your vehicle may ignore modifiers to its ballistic skill. This doesn&#039;t prevent the vehicle&#039;s BS from dropping whenever it drops to a lower bracket on it&#039;s damage table.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Stones:&#039;&#039;&#039; (10pts) When referencing your vehicle&#039;s damage table, double the number of remaining wounds it has for the purpose of determining stats.&lt;br /&gt;
*&#039;&#039;&#039;Star Engines:&#039;&#039;&#039; (10pts) Add 3&amp;quot; to the vehicle&#039;s move characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Vectored Engines:&#039;&#039;&#039; (20pts) Once per battle, during your command phase, you may activate your vehicle&#039;s Vectored Engines. It gains Battle Focus for the turn. Very expensive, but can keep your Fire Prisms alive for an extra turn.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
Any non-named {{W40Kkeyword|Asuryani Characters}} can take one of the following relics if your warlord is part of a battle-forged {{W40Kkeyword|Asuryani}} detachment. However, you could instead take two of the Aspect Shrine Relics in place of a regular one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Universal&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aegis of Eldanesh:&#039;&#039;&#039; Autarch only. This provides a 2+ save and reduces incoming damage by 1, making for a tanky model. A definite recommend if you plan on throwing him into anywhere where they&#039;ll be in very fierce combat.&lt;br /&gt;
*&#039;&#039;&#039;Faolchu&#039;s Wing&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} only. The bearer&#039;s Movement is set to 12&amp;quot;, and he gains {{W40Kkeyword|fly}}. Whenever the bearer flies over one enemy unit, you can deal d3 mortal wounds on a 2+. Useful for speeding up a Spiritseer or a Bonesinger that should accompany some wraith units.&lt;br /&gt;
*&#039;&#039;&#039;Firesabre&#039;&#039;&#039;: Replaces a Starglaive or Banshee Blade. This beast is a much more respectable S+3 AP-4 D2, and on a 6+ inflicts a Mortal Wound on top of the base damage, it&#039;s given a good little bump when fighting single models. Nice for fighting Characters with an Invuln. The only issue stems from the fact that Autarchs with wings aren&#039;t especially good for character hunting, and Skyrunners will be trading in the Power Sword for a Lance anyway. Not much of an improvement over the base Star Glaive, you&#039;re better saving your CP unless you REALLY need that AP-4.&lt;br /&gt;
*&#039;&#039;&#039;Kurnous&#039; Bow&#039;&#039;&#039;: The bearer&#039;s Shuriken pistol gets three shots at S5 that deal mortal wounds. Though somewhat potent, Kurnous&#039; Bow is still limited by its Strength, which means the Star of Vaul will likely give you considerably more mileage against a wider array of enemies (particularly if equipped on a Skyrunner). Combos well with the Hail of Doom custom trait, exploding 6s strat, and a few Strands of Fate 6s on hits and wounds to become a CP intensive MW machine. &lt;br /&gt;
*&#039;&#039;&#039;The Phoenix Gem&#039;&#039;&#039;: The first time the bearer is slain, he resurrects with 1d3 wounds on a 2+. Gone is the explosion, gone is the potential cheesing with the Ynnari. All that&#039;s left is the desperation to save your precious HQ. The good news is that you now wait until the end of the phase that your character died in to bring them back, keeping them safe from further focus fire.&lt;br /&gt;
*&#039;&#039;&#039;Shard of Anaris&#039;&#039;&#039;: Replaces a Starglaive or Banshee Blade, making it S+1 AP-3. Because you should only be getting into fights with T4 or less if you can help it, the Firesabre will actually usually do better for you - have something else in your army deal with higher toughness models. However, if you&#039;re planning on breaking hordes, this allows you to easily wipe them since the shard provides 3+d3 extra attacks. Interestingly, this is actually worse than the base star glaive against most things in the game you would want to dedicate a melee monster character to kill. Always pass, unless you find that guard conscripts are ruining your day. &lt;br /&gt;
*&#039;&#039;&#039;Sunstorm&#039;&#039;&#039;: Replaces a jetbike, granting it a monstrous 20&amp;quot; movement as well as ObSec - a curious but powerful addition since characters don&#039;t tend to get this rule. That said, this can make for a very nimble pincushion of a biker Autarch or a biker Farseer who wants to cover everyone with their casting.&lt;br /&gt;
*&#039;&#039;&#039;The Weeping Stones:&#039;&#039;&#039; {{W40Kkeyword|Psyker}} only. While the bearer is on the field, you can roll an additional d6 for Strands of Fate.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aspect Shrine Relics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Avenging Blade:&#039;&#039;&#039; Replaces the Dire Avenger Exarch&#039;s Diresword, giving an S+2 weapon that deals a mortal wound every time. This bump in strength can help with overpowering T4 or T5 infantry, but now that MEQ tend to have multiple wounds, don&#039;t expect to see your exarch murdering much. If you want a melee exarch, the D2 power glaive is a better choice and doesn&#039;t cost CP.&lt;br /&gt;
*&#039;&#039;&#039;Cronescream:&#039;&#039;&#039; The Howling Banshee Exarch&#039;s relic, which replaces nothing. Once per battle during the fight phase, you can trigger this, dealing d3 mortal wounds to an engaged enemy and then another mortal wound for each charge this unit has made &#039;&#039;during the battle&#039;&#039;. You know how they can often fall back and then use their stratagem to charge again? Now you can weaponize it further. Critically can also be used after you have been charged by something else that threatens to wipe your Banshees in melee, like Incubi, Repentia, or Harlequins. &lt;br /&gt;
*&#039;&#039;&#039;Dragon&#039;s Fury:&#039;&#039;&#039; The Fire Dragon Exarch&#039;s relic, which replaces nothing. Instead, enemies charging this unit take a -2 to their rolls. Maybe this would prevent the charging rage of a dreadnought or maulerfiend, but don&#039;t expect a leman russ to care.&lt;br /&gt;
*&#039;&#039;&#039;Khaine&#039;s Lance:&#039;&#039;&#039; The Shining Spear Exarch&#039;s relic, which replaces nothing. When charging, they can make an engaged enemy suffer d3 mortal wounds and makes them fight last on a 4+, which is a decent rider on their favored action.&lt;br /&gt;
*&#039;&#039;&#039;Shadowsting:&#039;&#039;&#039; Replaces the Striking Scorpion Exarch&#039;s Biting Blade. Provides an extra-meaty chainsword with S+3 AP-2 D2 that still gives two extra attacks, making them a better option for killing MEQ and higher. Since you pretty much always want your Scorpion exarch to have the auto-wound power, this doesn&#039;t provide much benefit.&lt;br /&gt;
*&#039;&#039;&#039;Shrine Skull:&#039;&#039;&#039; Only usable on a Dark Reaper Exarch with a Reaper Launcher, not any of the other guns. Whenever the exarch kills someone, that unit takes -1 to their combat attrition checks until the next turn. Remember kids, morale tricks are almost never worth it. &lt;br /&gt;
*&#039;&#039;&#039;The Spider&#039;s Bite:&#039;&#039;&#039; Replaces the Warp Spider Exarch&#039;s Powerblades. S+2 AP-3 D2 sounds alright, and a natural 6 to wound deals an additional wound, though you&#039;re still only dealing this like once per turn. While Spiders tend to be close-ranged, this won&#039;t do much beyond a dead model or two a turn.&lt;br /&gt;
*&#039;&#039;&#039;The Swooping Plume:&#039;&#039;&#039; The Swooping Hawk Exarch&#039;s relic, which replaces nothing. This grants the exarch a 4++ invuln and the rest of the squad a 5+++ FNP save. This makes your Hawks surprisingly durable when combined with their redeploy ability. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Craftworld Unit Analysis==&lt;br /&gt;
Common keywords are {{W40Kkeyword|AELDARI}}, {{W40Kkeyword|ASURYANI}}, and the {{W40Kkeyword|&amp;lt;CRAFTWORLD&amp;gt;}} placeholder for Biel-Tan, Iyanden, Ulthwé and the like. You share the {{W40Kkeyword|AELDARI}} keyword with Drukhari, Harlequins and Ynnari, meaning you can combine them within your list. Please note that a {{W40Kkeyword|&amp;lt;Craftworld&amp;gt;}} detachment can only take {{W40Kkeyword|&amp;lt;Craftworld&amp;gt;}} units. You can still take your Aeldari brethren in separate detachments however. &lt;br /&gt;
&lt;br /&gt;
As far as Games Workshop is concerned, the only unit and wargear options legal for official matched play tournaments are those found within &#039;&#039;Codex: Craftworlds&#039;&#039;, &#039;&#039;Imperial Armour: Xenos&#039;&#039; and any updated datasheets found within &#039;&#039;Chapter Approved&#039;&#039; or supplementary books (such as &#039;&#039;Phoenix Rising&#039;&#039;). There are additional options that are no longer considered tournament legal found within the original &#039;&#039;Xenos 1&#039;&#039; index (which has since been supplanted by Warhammer: Legends) that are available for Open/Narrative play. These &amp;quot;unsupported&amp;quot; units and wargear still do have point values for matched play and are certainly viable for casual/local Matched Play events that endorse them, but Games Workshop has made it clear that they have no interest in keeping those options up to date any longer. As such, use any units marked as &#039;&#039;&#039;(Legends)&#039;&#039;&#039; at your own discretion.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*[[File:2022 Autarch.jpg|200px|right]]&#039;&#039;&#039;[[Autarch]]&amp;lt;sup&amp;gt;{{W40kKeywords|Infantry}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: After going for &#039;&#039;years&#039;&#039; without an official model (you know, unless you managed to hold onto an OoP or Made-to-Order one), your standard Autarch has returned from retirement, bringing nearly all his/her tools of war with him/her. The customization options for your Autarch are quite unparalleled for an Eldar character, and not just aesthetically. Between Swooping Hawk Wings, Warp Spider Generators, a Skyrunner (which unfortunately remains a finecast-resin/plastic hybrid) or just running on his/her two legs, the Autarch has several means of getting around the field to do the job you gear him/her to do. In case that wasn&#039;t made apparent by the Autarch&#039;s panoply of guns and blades, he/she can do pretty much anything. With both a BS/WS of a 2+, there&#039;s no enemy your Autarch will lack the skills or tools to face. Though, should luck not be on your side to the degree even your &#039;&#039;&#039;Strands of Fate&#039;&#039;&#039; rule leaves you high and dry, a new ability granted to Autarchs, &#039;&#039;&#039;Superlative Strategist&#039;&#039;&#039;, allows you perform a command re-roll twice each phase. And he/she doesn&#039;t even need to be your Warlord to do it. Of course, the &#039;&#039;&#039;Path of Command&#039;&#039;&#039; aura still supports nearby units with a re-roll 1s to hit buff, but the limit to {{W40kkeyword|Core}} units does prevent your Autarch from supporting many of your Vehicles and Characters (himself included).&lt;br /&gt;
**&#039;&#039;&#039;Variants&#039;&#039;&#039;: Your flavor of Autarch, tailor fit to your every need. Only the standard Autarch may board transports, though with how quickly the other two are able to deploy and maneuver about the battlefield, you&#039;re not really any worse off for taking any one version over the other. Take what fits your needs best.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Standard&amp;quot;&amp;gt;A regular old Autarch, no trimmings, excess fluff, or tricks. Also the only one able to embark on transports, if you&#039;d like to have him/her accompany a particular squad of Aspect Warriors in a Falcon/Wave Serpent for a special job. Alternatively, if you plan on loading one up with a Reaper Launcher and/or just want to park him on some backline objective as cheaply as possible, this&#039;ll be the one for you.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Warp Generator&amp;quot;&amp;gt;It&#039;s back! This nifty little tool was tuned up since the last time your Autarch was allowed to take it for a spin and frankly, it&#039;s seriously worth considering. The Warp Generator bumps up your Autarch&#039;s movement to a terrain-ignoring 12&amp;quot;, the ability to Deep Strike and grants him/her a 2d6 Battle Focus move (though a double 1 causes him/her a mortal wound). Probably the most flexible option, though keep in mind it prevents your Autarch from boarding transports should the need arise.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Swooping Hawk Wings&amp;quot;&amp;gt;The first plastic Autarch variant, completely compatible with the armory re-introduced with the new Autarch model. This is the fastest infantry Autarch at 14&amp;quot; movement coupled with the ability to rapidly re-deploy each turn courtesy of the Winged Descent ability. While the Codex hard-locked their weapon choices to what the model came with out of the box, GW was pressured by enough backlash to correct their colossal fuckup and provided [https://www.warhammer-community.com/wp-content/uploads/2022/03/fDlxaHkFk1zghWjo.pdf a revised datasheet] that restored the entire loadout to this variation. Considering they not only bragged about how the weapons were designed to be compatible with all Autarch plastic kits but even depicted an otherwise illegal-to-field Autarch on the cover of the Codex in question, it&#039;s the least they could&#039;ve done.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Skyrunner&amp;quot;&amp;gt;Your swiftest, most durable Autarch variant. Unfortunately, by default the Skyrunner is still quite dated to look at, but between all the new bits and Shining Spear revamp, converting a fully plastic one is certainly within the realm of possibility. Your Skyrunner Autarch currently wins the race when it comes to speed and durability, but these perks come at the cost of a larger profile and a higher price-tag.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Weapons and Wargear&#039;&#039;&#039;: Oh boy, there&#039;s a lot to go over here. The default kit your Autarch goes to war with is a Star Glaive and a Shuriken Pistol with a handful of Plasma Grenades (which you&#039;ll &#039;&#039;never&#039;&#039; use), but you&#039;re strongly encouraged to mix it up. To better represent the Autarch&#039;s combat mastery, and befitting their high ranking station, several of the Autarch&#039;s weapons perform even better than the standard issue versions Aspect Warriors are equipped with.&lt;br /&gt;
***&#039;&#039;&#039;Standard&#039;&#039;&#039;:&lt;br /&gt;
***:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Shuriken Pistol&amp;quot;&amp;gt;Your Autarch&#039;s least impressive gun, and one you&#039;re almost assuredly not taking unless you &#039;&#039;absolutely&#039;&#039; need every point you can get for something else. Though if you&#039;re that desperate for points...why are you taking an Autarch? Switch this out for literally anything else.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Fusion Pistol&amp;quot;&amp;gt;The Fusion Pistol hits pretty damn hard, but the atrocious 6&amp;quot; range almost guarantees that you&#039;re only ever using it while in melee. Unfortunately, the Fusion Pistol still sits at S8 and only gets the d6+2 damage at half range like most normal melta weaponry, but since you&#039;re likely firing this off in combat...it&#039;s not a bad thing. A successful wound with this thing can very well slaughter most characters you may face in combat, so if you plan on having your Autarch fisticuff with anyone, consider bringing this.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Death Spinner&amp;quot;&amp;gt;Well, you don&#039;t currently have a Phoenix Lord for the Warp Spiders. Why not have your Autarch fill those shoes? The Death Spinner in your Autarch&#039;s hands is a potent anti infantry weapon effective into most targets at Assault d6 S6 AP -2 Blast. Combine this with the Scorpion Chainsword and your Autarch will be able to drop in, blast a hole in a Guardsman squad, then swoop in to sweep away the few guys still standing. Replaces your pistol.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Reaper Launcher&amp;quot;&amp;gt;The premier choice for any Autarch that wants to lead from the rear. The Reaper Launcher is unchanged from prior editions; a single S8 AP-2 D3 shot or two S5 AP-2 D2 shots. Replaces your pistol.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Scorpion Chainsword&amp;quot;&amp;gt;Your choppy choice, for when you need your Autarch to slice through hordes of models as quickly as possible. The effective S5 AP-1 makes it ideal against units like Guardsmen, Skitarii, Ork Boyz, Terma/Hormagaunts and Necron Warriors. This is made better by the extra attack granted by the blade. Replaces the Star Glaive.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Star Glaive&amp;quot;&amp;gt;The default blade for your Autarch is the hardest hitting. An effective S6 AP-3 D2 allows your commander to efficiently bisect a Space Marine in a single swing or carve up a potent character in a duel.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Howling Banshee Mask&amp;quot;&amp;gt;This is the best offensive option, especially if you plan on having a fellow squad of Striking Scorpions or Wraithblades assist him/her in melee. Just like the regular Howling Banshees, when your Autarch attempts to charge an enemy unit, they cannot fire overwatch or set to defend. Also applies Always Strikes Last on the charge, like with Banshees.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Mandiblasters&amp;quot;&amp;gt; Every natural wound roll of a 6 against non-{{W40kkeyword|Vehicle}} targets generates a mortal wound on top of all other damage dealt. If you&#039;re looking to maximize potential damage, this is the option for that, but one would argue the ability to both ignore overwatch and force opponents to fight last in all circumstances consistently would be more beneficial than the fickle, luck based mortal wounds you &#039;&#039;might&#039;&#039; get.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
***&#039;&#039;&#039;Available to Skyrunner&#039;&#039;&#039;:&lt;br /&gt;
***:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Dragon Fusion Gun&amp;quot;&amp;gt;When your Autarch wants to hop out with the Fire Dragons he just kicked out of the Falcon, he may as well be equipped like one. This bad boy hits &#039;&#039;damn&#039;&#039; hard at S9 AP-4 d6+2 like all Dragon Fusion Guns. Replaces pistol or laser lance.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Banshee Blade&amp;quot;&amp;gt;Little to note here, the Banshee Blade is the weakest melee weapon available to your Autarch, but it cuts the deepest at AP-4. This is frankly ideal if you&#039;re expecting to go against the likes of the Sisters of Battle or Skitarii, but you&#039;ll probably get more mileage out of one of the other melee options.  Replaces a laser lance for the Skyrunner, so you&#039;ll likely never take it.  &amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
***&#039;&#039;&#039;Skyrunner&#039;&#039;&#039;:&lt;br /&gt;
***:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Twin Shuriken Catapult&amp;quot;&amp;gt;I mean, it&#039;s on your bike. Since you&#039;re not going to be able to pick up much else in the way of guns, you&#039;ll likely be relying on this.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Laser Lance&amp;quot;&amp;gt;Skyrunner exclusive and not the worst pick if you&#039;re putting your Autarch on a jetbike. The unfortunate thing is that it does taper off in effectiveness if your Autarch remains in combat for the turn after the charge, so unless he/she&#039;s accompanied by a full squad of Shining Spears, you may consider something with a little more staying power.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Farseer-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Farseer]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;HQ Infantry&#039;&#039;&lt;br /&gt;
|&#039;&#039;Psyker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:99070104001 EldarFarseer01.webp|200px|right|border]] For generations, the Farseer has been the psychic glue that has and continued to hold Craftworld armies together. In 9th edition, this is no different. As one of the most flexible supporting psykers in the game, it&#039;s borderline mandatory to bring one due to the massive amount of utility they can provide your army. Complete hit rerolls, complete wound rerolls, tossing out mortal wounds left and right, Farseers can do a bit of everything for everybody. Well, as long as they&#039;re {{W40kkeyword|Core}} or {{W40kkeyword|Characters}}. That&#039;s right, all Runes of Fate and Fortune that grant boons to your forces in some way, direct or not, require them to have one of those two keywords to be of use. That is a shame, but fortunately all of your Aspect Warriors and Guardian units are core. Unfortunately, Farseers alone are not as reliable at casting their powers as they were last edition; the changes to the Farseer&#039;s ghosthelm make it so that they&#039;re completely immune to suffering Perils of the Warp, but their ability to re-roll one psychic test per turn and 5++ FNP to Mortal Wounds is now gone. For what it&#039;s worth, the good news is that your Farseer does know Smite and any two powers from the Runes of Fate and/or Fortune, so they are more flexible now than they have ever been before.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Variants&#039;&#039;&#039;: Farseers have two modes of transportation: their feet or atop a skyrunner.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard&amp;quot;&amp;gt;&lt;br /&gt;
Your default option, and the one you pick if you don&#039;t plan on moving him much over the course of the game or plan on cramming him into a transport to do so. Slightly less durable and lacks a touch of offensive presence compared to the skyrunner, but a good option for remaining cost effective.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skyrunner&amp;quot;&amp;gt;&lt;br /&gt;
Seat your Farseer atop a jetbike and get him where he needs to go on the double! Though mobility isn&#039;t the &#039;&#039;highest&#039;&#039; concern for your Farseer given the range of their powers, it can be a very convenient repositioning tool should things go awry with your plans. It also provides your Farseer with an additional point of toughness, an extra wound and a Twin Shuriken Catapult to provide an all around buff to your Farseer&#039;s survivability. Not a bad choice if you only want to give as much protection to your premier psyker as possible.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Farseer Weapons&#039;&#039;&#039;: The same two blades they&#039;ve always had. Pick your favorite, even if you need to Frankenstein a plastic Witch Blade onto the infantry model since they don&#039;t naturally come with one.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Witch Blade&amp;quot;&amp;gt;&lt;br /&gt;
The free, melee only option and probably the better of the two. Keeps the point cost down by a bit and still lets you wound everything in the game on a 2+, the Witch Blade now does a flat 2D and has a single AP-1 pip! This gives it a &#039;&#039;slight&#039;&#039; edge compared to the Singing Spear against targets with anything resembling an armour save. You generally don&#039;t want any of your psykers in combat anyways given the low volume of attacks they have..&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Singing Spear&amp;quot;&amp;gt;&lt;br /&gt;
In a bit of a mix-up from last edition, Singing Spears got a minor tweaking. Though they still wound everything in the game on a 2+ in melee (dealing a flat D3 per wound), their throwing profile no longer does so. Granted, a ranged profile of S9 is still going to wound any &amp;lt;T5 target on a 2+ anyways, it is a noticeable change worth mentioning. Additionally, the Singing Spear still lacks AP of any flavor, so the Witch Blade may actually be more desirable.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Spiritseer-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
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|&#039;&#039;HQ Infantry&#039;&#039;&lt;br /&gt;
|&#039;&#039;Psyker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Spiritseer New.jpg|200px|left|border]] Now free from competing Warlocks! Spiritseers continue to functions as a sort of Warlock+ unit and a solid discount HQ if you&#039;re just looking for something cheap to lead your forces. A WS/BS of a 2+ does ensure that should your Spiritseer ever commit to actual combat that he can actually hit his targets, but when all he&#039;s packing is a piddly Shuriken Pistol and a Witchstaff... he generally shouldn&#039;t be involved in it. His unique aura ability encourages him into the support role, as it grants Wraith units within 6&amp;quot; of him re-roll 1&#039;s to wound in both melee and shooting. Very much an improvement to the previous edition where your psyker had to be within range of the enemy rather than your units. His one Rune of Battle can be used to further support those Wraith allies of his (only the Wraithguard/blades though), but he lacks the protections and flexibility a Farseer or group of Warlocks would have should he fail his one cast per turn. If price is no concern, or you aren&#039;t invested in absolutely maximizing your Wraith unit potential, you may generally want to give this guy a pass. Though Warlocks are no longer HQ&#039;s, two of them (in a unit) run about the same price your Spiritseer does and they don&#039;t take up a unit slot if you have a Farseer. Additionally, if you also have a Farseer, Spiritseers cannot be used for Seer Council support What&#039;s worse is that the former main selling point over a Warlock, having a fully functional Smite, is no more thanks to that particular buff Warlocks received. In short, if you&#039;re looking to take the cheapest HQ or make a Wraith deathstar, take a Spiritseer. If you want literally anything else out of your HQ slot, give this guy a pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Avatar of Khaine-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Khaine|Avatar of Khaine]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;HQ Monster&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:1F0501F8-A526-4EC3-80F0-8071D5F35875.jpeg|200px|right|border]]My god... after all this time, &#039;&#039;the&#039;&#039; face of the Craftworlds got a glow up and my god does it bring a tear to the eye. Now towering over the mere mortal Aspect Warriors, the Avatar of Khaine has finally become something to behold. Not just aesthetically either. As the Aeldari god of war, Khaine can use his Wailing Doom to deal bloody (handed) death to all manner of foes with his multiple attacking profiles. His Piercing Strike profile, advertised as being able to lay low a Titan in a single melee phase*, is tailor made to ruin the day of elite or single model unit; 7 attacks at S14 AP-5 and d6+2 will indeed lay low practically everything without a solid invuln save or some ability that prevents damage altogether (like your Phoenix Lords&#039; &#039;&#039;Favoured of Khaine&#039;&#039; ability, for example). Alternatively, should your foe foolishly attempt to bog down the Avatar in a tide of bodies, his Sweeping Blows (like the name suggests) trades sheer strength and damage to double the number of strikes he makes, going from 7 to 14 separate S7 AP-2 D2 attacks. Though units with heavier armor may be able to shake off a glancing blow, the staggering number of attacks hitting on a 2+ will almost assuredly doom the &amp;quot;lucky&amp;quot; son of a bitch anyways. Now, that ranged profile he used to have? Instead of a random d6 hits, the Avatar instead picks a target at 12&amp;quot; away (if it&#039;s a unit with multiple models, he has to pick the one closest to him) and strikes. If it hits (pretty likely with that BS2+), that unit and every unit between the Avatar and them is hit by the attack. Unfortunately, this does reduce the total potential output against a unit (only killing one model per unit), but at S12 and d6+2 damage, any multi-wound unit isn&#039;t walking away scratch free. Defensively, the Avatar lost his FNP rule, but in exchange received a full 2+/4++ save at T8. Should something manage to make it through that statline, the Avatar halves the damage of every attack that lands true (rounding up).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Long story short? This guy has become an absolute &#039;&#039;beast&#039;&#039; on the battlefield and is a solid pick to form the core of a Craftworld Deathstar. There are a couple drawbacks that do warrant consideration though. The first (and obvious) issue; his price point. This towering monstrosity is pretty pricey at 270pts and may find it challenging to fit into smaller armies without severely limiting the number of boots on the ground. Second, his upgraded statline, while extremely beefy, does now degrade. While his accuracy with the blade in combat never depreciates, he does become slower and lose attacks as he brackets. Coupled with being much bigger and freely targetable, as well as not having any healing options for him, this can be a major problem if you can&#039;t get him stuck in. Which brings up the next major con: While 10&amp;quot; is respectably quick, it&#039;s not ideal when your massive melee monster needs to spend a turn or two slogging across the battlefield. You have zero options for speeding him up and if your opponent doesn&#039;t need to guard anything in particular, they can potentially spend the whole day kiting this thing from one end of the table to the other. The last major downside? The Avatar of Khaine can no longer take any Warlord Traits or equipment what-so-ever (so never make him your Warlord). Regardless, his upgraded base kit more than makes up for these flaws and if you need something to drop kick an enemy Landraider off the table, you can&#039;t go wrong with the Avatar of Khaine.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*GW, prone to over exaggeration, would have you believe the Avatar can somehow &#039;&#039;not&#039;&#039; get shot off the table before it walks up to a Warhound Titan and pokes it in the shin. If you load your dice as well as your opponents, then &#039;&#039;maybe&#039;&#039; it&#039;ll win. Against a regular Imperial Knight, it&#039;ll almost assuredly cut that thing in half.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Phoenix Lords]]====&lt;br /&gt;
&lt;br /&gt;
[[Fail |Sadly, Phoenix Lords can&#039;t take a Warlord Trait]]. That&#039;s right, these millennial patriarchs of craftworld military doctrine and martial champions apparently lack the tactical acumen to lead their forces more efficiently than the nameless Warlocks trying to figure out where the pointy part of the witchblade is supposed to go. The one can only excuse this by mentioning that they&#039;re arguably too consumed by war and with too alien a viewpoint to be an effective leader when compared to an Autarch or Farseer.&lt;br /&gt;
&lt;br /&gt;
Phoenix Lords are remarkably durable (by Eldar standards at least) with an average statline of M7, WS/BS 2+, S/T 4, W6, A6, Ld9, and a 2+/4++ save as well as the ability to only take up to three wounds each phase, similar to Ghazghkull. Not all Phoenix Lords are created equally, obviously, and they all have various perks and draws to differentiate themselves from each other and to accentuate their respective Aspect (or, you know, do whatever Maugan Ra is doing). Every single one of them has a 6&amp;quot; aura that grants the aspect warriors of their temple ObSec and +2 Ld. Unfortunately, some of them (like Maugan Ra and Jain Zar to an extent) don&#039;t really function well themselves when paired with their students and thus are less attractive options to pick up for your army. You know, aside from the fact that only two of the following characters (three if you count Irillyth) [[fail|actually has a model less than 20 years old]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Asurmen]]:&#039;&#039;&#039; Has a S+2 AP-3 3D sword, which inflicts an additional 1d3 Mortal Wounds on a nat 6 to wound, and twin souped-up Avenger Shuriken Catapults for ranged combat. Sadly, he lost a lot of his support powers and now only has the ObSec aura given to all the Phoenix Lords. Arguably, his is only worth it because the Exarch Power that grants Avengers ObSec on their own is only usable once, so you can use this to make sure others can snag objectives. Also comes with a 3++ for added durability. &lt;br /&gt;
** With some support, Asurmen can be disgustingly tanky in a fight. He&#039;s got a 2+/3++ save that doesn&#039;t need Protect, but he can be supported with Enervate/Drain if you so desire. That said, your opponent may simply bow out of fighting him and try to light him up with excessive fire. Even if he can only lose three wounds in a phase, you don&#039;t exactly have a way to heal him for the next barrage.&lt;br /&gt;
*&#039;&#039;&#039;[[Baharroth]]:&#039;&#039;&#039; Baharroth is surprisingly the most durable of the Phoenix Lords, thanks to his insane maneuverability, but is not cheap at 160 points. The only way for him to die is if you mess up your positioning. He has the same Sudden Assault and Cloudstrider abilities his Swooping Hawks have as well as the Phoenix Lord&#039;s ObSec aura for fellow hawks. Unlike normal Hawks though, he can teleport out of combat instead of consolidating. That means you can shoot, charge, attack, and escape before the opponent has a chance to swing back in melee. You can drop him wherever his support abilities are needed.  He also has a super lasblaster with S6 AP-2 D2 that auto-wounds on a nat 6 to hit, and an S+1 AP-3 D2 sword that scores an additional hit on a nat 6 to hit.&lt;br /&gt;
*&#039;&#039;&#039;[[Fuegan]]:&#039;&#039;&#039; If you thought Fire Dragons were awesome, wait until you get a load of this guy. His Firepike got a major buff by gaining two modes, either a tank-cracking S10 AP-4 D4+d6 or a less-lethal S6 AP-3 D4 beam that burns through any models in between him and his marked foe, and he packs his trusty Fire Axe which is AP-4 D3 (note Fuegan is S5!) to hack infantry. He&#039;s pretty kitted out as is and pairing him with his dragons allows him to at least mitigate their mob management. Also gets a special rule to be a little bit better in melee with +1S and +1A after he&#039;s taken some damage earlier in the game. &lt;br /&gt;
*&#039;&#039;&#039;[[Irillyth]]  (Forge World):&#039;&#039;&#039; Irillyth is... interesting. At 140 points, he&#039;s just barely more expensive than a standard squad of his Shadow Spectres. At his base level, he brings the rather standard Phoenix Lord statline (-2 attacks) to the table with the only major standout point being his 12&amp;quot; movement and the ability to deep strike. His main weapon, &#039;&#039;Spear of Starlight&#039;&#039;, is essentially just a buffed up Prism Rifle at Assault 3 S8 AP-4 D3 which trades the dispersed firing mode his students get to use for a rather snappy melee profile of S+1(5) AP-3 D2, although with only 4 attacks instead of 6. This turns him into a certified Space Marine murderer who can easily hang out with a squad or two of his disciples in order to pop in unannounced and vaporize a rather troublesome backline squad of Devastators or Heavy Intercessors. His &#039;&#039;Reaper of Souls&#039;&#039; ability was also re-tooled to the bog-standard 6&amp;quot; +2 Leadership and ObSec aura every Phoenix Lord grants their disciples. Not the best power he could&#039;ve given them, as a generic Autarch could&#039;ve done that much, but at least he himself can operate comfortably at the same ranges his charges tend to work at. Defensively, he&#039;s a bit of a tank these days; though his rather unimpressive T4 won&#039;t turn any heads, a defensive lineup of a 2+/4++ save hidden behind a -1 to-hit debuff can make him extraordinarily challenging to move, especially if supported with psychic powers. All things said and done, Irillyth is looking &#039;&#039;much&#039;&#039; better this edition, though he&#039;s still something of a niche pick and offers little to no synergy with the rest of your army on his own... like most Phoenix Lords.&lt;br /&gt;
**Ever due to GW&#039;s fickle nature (and the likely low sales of this particular model), Irillyth is no longer actively available for sale on Forge World&#039;s website. It remains to be seen if GW will continue to support his profile in the future with occasional Made-to-Order sessions or even convert him into plastic, but it&#039;s equally if not far more likely that he&#039;s off to join the likes of the Vampire, Wasp Assault Walker and Phoenix in Warhammer Legends retirement.&lt;br /&gt;
*&#039;&#039;&#039;[[Jain Zar]]:&#039;&#039;&#039; Jain Zar is still a terrifying melee combatant who wields both &#039;&#039;Silent Death&#039;&#039; (an Assault 6 S6 AP-3 weapon) and the &#039;&#039;Blade of Destruction&#039;&#039; (an Executioner that can either hit at S+2 AP-2 D2 to hack up marines or AP-3 D1 with double hits to blend hordes) on the mostly standard Phoenix Lord statline. Combined with the flurry of special abilities native to her aspect, such as preventing overwatch or setting to defend, advancing after charging with a -1 hit penalty to enemies that always strike last on that fight phase, she will find it particularly easy to get stuck into combat and do some heavy damage. With how powerful the banshees are this edition, you&#039;ll absolutely be seeing her fighting alongside her disciples for a follow-up charge.&lt;br /&gt;
*&#039;&#039;&#039;[[Karandras]]:&#039;&#039;&#039; Hell yes, our infiltrating super-ninja warrior! He has the average Phoenix Lord stat-line and currently runs 150 points. He has Advance Positions as well as exploding attacks (6s to hit generate a single additional hit and a natural 6 to wound deals 2 mortal wounds on non-vehicle units with super-Mandiblasters). His Scorpion&#039;s Claw [[Arhra]]&#039;s Bane is a power fist with no hit penalty with a stronger shuriken catapult strapped on. If you give him Empower, [[Awesome|he is wounding everything below T8 on a 2+, letting him take on anything short of a Super-Heavy]], &amp;lt;s&amp;gt;and [[Rape|Enhance means his attacks explode on a 5+, or 4+ if the target is cowering in cover]]&amp;lt;/s&amp;gt;. This doesn&#039;t account for his chainsword, which doubles his attack output and lets him rip apart chaff easily (and with Doom and strands of fate wound dice can be up to 24 mortal wounds on top of the normal damage!!) &lt;br /&gt;
*&#039;&#039;&#039;[[Maugan Ra]]:&#039;&#039;&#039; Our shooty Lord is expensive at 160 points and the slowest of them at M6, but his new model looks appropriately edgy as fuck. His Maugetar got another rework, now being 36&amp;quot; Assault 6 S7 AP-2 D2 that deals a MW on a 6 to wound - a sizeable buff to his anti-infantry prowess, especially when each kill he makes counts as double for morale. Not to mention that this still allows him to slip away with Battle Focus.  The scythe end of his gun is also a powerful S+2 AP-2 D2, making him decent at taking on enemy characters or heavies.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
&lt;br /&gt;
All Units in this section have the Objective Secured. Though your choice is between two flavors of Guardians and Rangers, they have all received not inconsequential buffs that makes them substantially more viable than they used to be. Make no mistake, they are still brittle little snowflakes who will die to a stiff breeze, but at least they may accomplish something before then.&lt;br /&gt;
&lt;br /&gt;
*[[File:Guardians2022.jpeg|200px|right]]&#039;&#039;&#039;[[Guardian|Guardian Defenders]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Guardians}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: In a slightly unexpected twist, Guardian Defenders received more than just a visual upgrade this edition. A new look brought in a few new toys as well as a slightly buffed up stat-line that finally makes Guardians respectably flexible on their own merits. The first, and biggest upgrade to their kit is their 18&amp;quot; range Shuriken Catapults, which now have a consistent AP-1 active at all times. Not only does this mean that Guardians can safely engage targets outside of immediate charge range, but they&#039;re now somewhat less reliant on the Shuriken rule to chip through enemy armor. Conversely, the bump up to a 4+ save means that when facing such weapons, your Defenders might actually stand a reasonable chance at surviving standard arms fire directed their way. Still, at T3 and 1W a model, keep them in cover whenever possible.&lt;br /&gt;
**To encourage your Guardian Defenders to, well, &#039;&#039;Defend&#039;&#039; objectives, they&#039;ve received the aptly named &#039;&#039;&#039;Defenders&#039;&#039;&#039; rule, which grants them re-rolling of hit rolls of 1 while within range of an objective. Not the most glamorous of abilities, but assuredly a useful one as it allows you to prioritize your Autarch/Farseer support on more premier units once you&#039;ve secured your objectives.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Weapon Platform Options&#039;&#039;&#039;: As ever, every 10 Guardians in a squad can take one of these guns to supplement their Shuriken Catapults. Everything on here is now a heavy weapon, so if you plan on keeping your Guardians fast and light on their feet (Battle Focus moves), you may want to skip bringing one. However, these will all pair quite nice with the Swift Strikes custom trait, allowing your elves to move and shoot the platform guns freely.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;Your flexible, swingy option. Take your pick of either a blast d6 S4 AP-1 shot or a single S8 AP-2 d6 shot. Having the best range of any of your other weapons does mean that even a backfield baby-sitter squad can contribute the odd shot here or there, but it does maximize the price tag on your Guardian squad. The lack of consistency can also lead to some rather disappointing moments as well, so if you do take it, don&#039;t expect miracles.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;Your {{W40Kkeyword|Monster/Vehicle}} killer, and the option you take if you want your Guardians to &#039;&#039;potentially&#039;&#039; contribute against targets typically outside their weightclass. The d3+3 damage this thing got finally gives it a more reliable niche over the AML, though keep in mind that this weapon in general doesn&#039;t synergize well with the role Guardian Defenders are typically stuck with. Unfortunately, if your Guardians are baby-sitting an objective, they do not get to re-roll its 1&#039;s to hit, as they only get to re-roll 1&#039;s from Shuriken Weapons. &amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;A solid anti-horde choice, the Scatter Laser hits a very nice balance between high strength and volume of fire that lets it reliably chew through low-armor, one-wound models at a respectable clip. Should probably be the default choice against infantry heavy armies.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;The bigger version of your standard arms received a slight tweaking, one your Guardians honestly don&#039;t much appreciate. Turning into a true Heavy weapon means that moving and shooting this puppy now incurs hit penalties and you can no longer advance and shoot this at all. Combined with the 24&amp;quot; range, this is honestly &#039;&#039;not&#039;&#039; the best pick for Guardians trying to be &#039;&#039;Defenders&#039;&#039; of a position, yet at the same time is less efficient for Guardians you intend on moving frequently. The bump up to a flat 2 Damage is more than welcome, however, as this guarantees a successful wound will kill virtually any standard non-{{W40Kkeyword|Character}} infantry model not covered in gold armor.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;In a slightly awkward position, Starcannons are your premier MEQ killers due to their reliable AP, but now that the Shuriken Cannon &#039;&#039;also&#039;&#039; deals a flat 2 damage a shot, it faces a bit of unfriendly competition with it. At only 2 shots a round, the Starcannon is simply incapable of matching the potential body count the Shuricannon can wrack up, especially against targets with lower armor values. Fortunately, a longer range and more consistent AP does give this weapon a lot more potential when it comes to participating in objective holding squads.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*[[File:StormGuardians2022.jpeg|200px|right]]&#039;&#039;&#039;[[Storm Guardians]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Guardians}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: In a &#039;&#039;very&#039;&#039; welcome update, Storm Guardians finally emerge not only in full plastic kits, but with a few notable upgrades over their predecessors to make them legitimately viable. First, the combination of Serpent Shields and an up-armored 4+ save makes these guys more durable than ever before. Granted, this doesn&#039;t really mean much with their paper thin T3 and 1W keeping them on their feet. These guys can actually outfight other similar GEQ units and when combined with their Flamers or Fusion Guns, make for reasonably cost-effective objective assaulters. This is complemented/enforced by their new &#039;&#039;&#039;Stormblades&#039;&#039;&#039; rule, granting them re-rolls of 1s to hit against any enemy units within range of an objective marker. To help with this, and to give some utility to the otherwise useless weapon platform that comes with the new Guardian kit, Storm Guardians can take a Serpent Shield to protect themselves on the approach. Functioning like a mini-Wave Serpent, the SS grants the squad a 5++ and ensures all ranged attacks fail to wound your Storm Guardians on 2s. This latter perk... does nothing against a vast majority of the S3-5 standard arms of the opponents you&#039;re ideally rushing these guys at, but it does ensure the odd multi-laser or enemy Scatter Laser doesn&#039;t &#039;&#039;completely&#039;&#039; wreck the squad.&lt;br /&gt;
**&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: Each Guardian is equipped with a Shuriken Pistol and a Guardian Combat Weapon. Two per ten Guardians in a squad may take a Flamer or Fusion Gun instead of the standard loadout. Two per ten Guardians may take an Aeldari Power Sword in lieu of the Guardian Combat Weapons they could otherwise take. Every 10 Guardians per squad may take a Serpent&#039;s Scale Platform.&amp;lt;/li&amp;gt;&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Guardian Combat Weapon&amp;quot;&amp;gt; No more choice between Aeldari Blades and Chainswords. These grant AP-1 to all two attacks each Storm Guardian gets and seeing as how the general strategy with S3 attacks is to simply bury your opponent in them... this is what allows them to do that.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Aeldari Power Sword&amp;quot;&amp;gt;Still suffering with the limit of two per squad of ten...sucks. Power Swords can threaten tougher, harder targets, but unfortunately, if any such targets are Marine flavored, it&#039;d take both Power Sword wielders combined to drop a single one in combat given their singular base attack per model. This isn&#039;t exactly a cost effective use of your points or Storm Guardians, so you should probably save the points you&#039;d waste on these to put towards a squad of Howling Banshees or something that &#039;&#039;actually&#039;&#039; poses a threat to them.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Shuriken Pistol&amp;quot;&amp;gt;The same pistol your other elves get, at the very least they&#039;ll have something to shoot with while closing in for the charge on your guys without special weapons, plus you can advance and still shoot them. On the downside, you can&#039;t advance and charge in the same turn with new battle focus. All the same, shuriken procs will let you have a semi-reasonable chance at doing a bit of damage shooting these en-masse&lt;br /&gt;
&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Aeldari Flamer&amp;quot;&amp;gt; Your best supplemental option for fighting infantry. Not much to say, 12&amp;quot; of d6 autohitting fire at S4 can soften up or crisp infantry for the inevitable charge. Pairs well with the blades your guardians have, given their shared nature of drowning your enemy in saves.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Guardian Fusion Gun&amp;quot;&amp;gt;If you want your Storm Guardians to have a bit of bite against bigger targets, but ultimately couldn&#039;t/didn&#039;t spring for Fire Dragons. The buffed D6+2 at half range still does wonders for this gun, even in the hands of your weakest soldiers. These are good guns, but remember; one of the big appeals of Storm Guardians is their cheaper price point. Don&#039;t take these at the detriment of your workhorse units.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*[[File:2022 Eldar Rangers.png|200px|right]]&#039;&#039;&#039;[[Eldar Ranger|Rangers]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Outcasts}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Finally, shedding their resin cloaks for some rather dapper plastic ones, Eldar Rangers return to the field as your &amp;quot;stealthy&amp;quot; sniping unit with a slightly tuned up kit. They spent their downtime between editions practicing their marksmanship, and a buffed up BS 2+ now reflects their deadly accuracy as {{W40Kkeyword|Character}} snipers, as does their retained ability to ignore Look Out, Sir rules to target them. However, despite their Snipers still causing a MW on a natural 6 to-wound and the extra AP-1 their Ranger Long Rifles received for good measure, they still are Heavy 1 S4 weapons, meaning your Rangers will struggle to snipe heavily armored, tougher targets without some rather lucky (or unlucky on your opponent&#039;s side) rolls. They&#039;ll also falter when firing at particularly numerous squads of infantry and &#039;&#039;cannot&#039;&#039; defend themselves in a fist fight. Fortunately, Rangers have received a couple of tools to supplement their defenses (of which, you can only take one for every five models in the unit). &lt;br /&gt;
**Rangers are your current troop choice MVPs. As the cheapest squad choice MSU, they&#039;re great for filling out mandatory slots for Battalion/Brigade armies. Additionally, the &#039;&#039;Strands of Fate&#039;&#039; special rule can potentially net you easy mortal wounds on targets of interests, such as characters or harder elite targets.&lt;br /&gt;
**&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: Each Ranger is equipped with a Ranger Long Rifle. One per Five Rangers in a squad may take a Gloom Field or Wireweave Net.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Gloom Field&amp;quot;&amp;gt; Though not quite as good as their former defensive rules, the Gloom Field does come damn close. A unit equipped with one of these forces enemy units targeting them from 18&amp;quot; away or further to treat the Rangers as though they are in dense cover, meaning they do get that -1 to hit when an enemy tries to shoot them.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Wireweave Net&amp;quot;&amp;gt; If you&#039;re worried about a unit diving onto your Rangers, this little trick just might save their lives. Once per game, if your Rangers holding this get charged, you can force the enemy to subtract 2 from their charge rolls and deal d3 MW to them on a roll of a 2+. The -2 to the enemy charge just might spare your elves from a grisly end and give them a chance to escape, or for you to mop up the interlopers with a countercharge of your own... ideally with Banshees or something, not the Rangers.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Corsair Voidreavers&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Anhrathe}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: So remember how that new Kill-Team box came with Eldar Corsairs, which are now squatted by Forge World? And remember how the last Kill-Team box had a unit of Sisters that got rules for use in the main game? You now get that in the main codex &#039;&#039;&#039;AND&#039;&#039;&#039; they&#039;re also usable for your Commorite brethren. While they won&#039;t harm anything due to lacking the necessary subfaction keywords, they do get a bit of an offensive edge as any natural 6s to hit automatically wound and count as having rolled a nat 6 to wound, triggering the AP boost of Shuriken weapons on top of the rilfes bonus -1 to AP. They&#039;re also very flexible in loadout, being able to go either ranged or melee, giving you a means to cover any range, though special weapons will limit you to 18&amp;quot; at the most rather than letting you enjoy the full range of the shuriken rifles, and the rifles being Rapid-Fire limits your range if you want the full firepower.&lt;br /&gt;
**That said, they come with some serious caveats. The most glaring is that these cannot take up compulsory troop slots (without having a full {{W40kKeyword|Anhrathe}} detachment, but you&#039;ll need Yriel for that), so you&#039;ll still need to buy boxes of Guardians and Rangers. The second is that they don&#039;t benefit from Battle Focus or Strands of Fate, meaning that they&#039;re going to be exposed if they do fire without nearby cover. Being essentially spiky guardians, they&#039;ll absolutely need the protection, even if it means blowing CP to let them fall back.&lt;br /&gt;
**&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: Each Corsair comes with a Shuriken Pistol and Power Sword. While all models can replace both these weapons with Shuriken Rifles, the Felarch can also buy a Mistshield or replace their pistol with a Neuro Disruptor. One model per five can instead replace their sword with either a Corsair Blaster or Corsair Shredder, while one per ten can get either a Wraithcannon or Shuriken Cannon.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Corsair Blaster&amp;quot;&amp;gt;A Blaster lent by/stolen from the Dark Eldar. Assault 1 S8 AP-4 D1d6 is a pretty powerful gun to wreck tanks and monsters pretty handily, albeit far less reliably than fire dragons or bright lances.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Corsair Shredder&amp;quot;&amp;gt; A Shredder, the same one the Dark Eldar get, much like the blaster. Assault d6 S6 AP-1 D1 with Blast makes this a good weapon for mobs. If you plan on taking on GEQ or some MEQ, you can rely on this to blow things up without problems.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Mistshield&amp;quot;&amp;gt; Provides your Felarch a 4++ save, which means a bit more for a close-ranged squad. Fortunately, the corsairs are plenty equipped to fight in melee with their power swords, and this can offer a measure of protection if you go with the rifles.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Neurodisruptor&amp;quot;&amp;gt;A weapon more familiar in the hands of the spooky space clowns, the pistol has a decent S6 AP-3, but any non-{{W40kKeyword|Vehicle}} units will suffer mortal wounds just from a successful hit. This makes the pistol a better implement if you&#039;re facing higher-toughness enemies like Orks or Plaguewalkers.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;A man-portable Shuriken Cannon, which means it is Heavy for you unfortunately. While you can fire it on the move, you&#039;ll always be doing it at a loss and you won&#039;t have any way to fire after advancing. Thankfully, these cannons pack a decent punch and can still reasonably nail a marine or two on occasion before factoring in the Shuriken bonus.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Shuriken Rifle&amp;quot;&amp;gt;While effectively a &amp;lt;s&amp;gt;Bolter&amp;lt;/s&amp;gt;  shuriken catapult, they come with two major differences. Their range is upgraded to a more welcome 24&amp;quot;, but these guns are now Rapid Fire 1, meaning their firepower is cut in half unless they get right up and personal to fire at full power. The strike through is not a joke, there profile is the same as a bolt gun except with -1 AP. . . so just like a bolter versus armor of contempt except shuriken sixes do -2 rather then -1, though flatly better VS anything not a space marine. There not a terrible idea for a unit hanging back though and may let them land some support to the mid table. &amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Wraithcannon&amp;quot;&amp;gt; Your most devastating weapon, being Assault 1 S10 AP-4 D3+d3. Rolling a natural 6 to wound deals a mortal wound on top of everything else, making it an equally worthy weapon to break tanks alongside the Blaster, though this will require you to grab 10 models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transport===&lt;br /&gt;
You&#039;ve got one. To be honest, it&#039;s all you&#039;ll ever need. Well, maybe not. Look at Falcons for more shenanigans.&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Wave Serpent-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Wave Serpent|Wave Serpent]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|&#039;&#039;Transport&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Wave-Serpent.jpg|200px|right|border]] Your most durable Falcon(ish)-chasis tank and your only dedicated transport is still as much of a staple as it has been for years. The signature Serpent Shield provides solid protection by granting transhuman, preventing wounds from going through on rolls of 1-3, alongside a 5+ invuln. This makes most anti-tank weapons being thrown against it much less effective, and grants you some degree of protection from them. Tau railguns won&#039;t really care about the second part of course. If the situation calls for it, you can dispel this shield with a stratagem to deny overwatch, alongside granting whatever you target with it a -1 to hit. However, doing so does strip your serpent of this ability. Keep tabs on your surroundings and only commit to doing so if you&#039;re confident you&#039;ve dealt with anything that can immediately threaten the tank or if you&#039;re positive the Wave Serpent isn&#039;t going to last the turn. A spacious 12 transport slots inside the Serpent grants you a lot of flexibility with the cargo you can stuff in it; you can fit two MSU Aspect Warrior squads alongside two additional support HQs, a MSU Wraithguard/blade squad or a MSU Guardian Defender squad with a Heavy Weapon Platform. Even if you&#039;re not necessarily wanting to use it to transport units, it still makes a rather effective vector for heavy weapons that doesn&#039;t compete with the rest of your vehicles for the significantly more crowded Heavy Support slots. It&#039;s a fine transport unit with front line tank defensive and offensive capability, though such a potent vehicle comes at a cost, being 150 points in its cheapest form. This means it is not a simple throwaway unit like the Imperial Chimera, rather, it should be factored into well orchestrated plan of battle. Depending, you&#039;ll either want to build it on it&#039;s base to get higher and snipe things, or build it lower to better hug terrain and hide from return fire. Building it without the base is also a possibility, especially since it&#039;ll prevent the flight stem from snapping off too.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Heavy Weapon Options&#039;&#039;&#039;: Your Wave Serpent comes equipped with a chin mounted Twin Shuriken Catapult and a Twin Shuriken Cannon mounted on the vehicle turret. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon while the Twin Shuriken Cannon on the turret can be swapped for a Twin Scatter Laser, Twin Starcannon, Twin Bright Lance or Twin Aeldari Missile Launcher.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Twin Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
When you&#039;re just looking for the cheapest transport you can field, honestly there&#039;s nothing wrong with sticking to the Twin Shuriken Cannon. With the buff they&#039;ve received, these things are quite capable and flexible infantry mulchers. With some luck, they&#039;re quite adept at slicing through MEQ targets and dropping more elite infantry compared to your other options. Pairs quite wonderfully with the chin mounted Shuricannon for ease of dice rolling.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Twin Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
The increase from 4 to 6 shots per Scatter Laser did wonders for this gun. The Twin Scatter Laser now matches the Firestorm for sheer volume of shots, with all the transport capacity and durability the Wave Serpent brings to bear. Oof, but the Firestorm isn&#039;t legal for matched play anyway. Coupled with the extra four shots provided by the chin mounted Twin Shuripult, this thing can put out a &#039;&#039;lot&#039;&#039; of dakka, ideal for incinerating hordes of infantry on the approach.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Twin Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
Normally, one Starcannon tends to be a bit underwhelming these days, especially with the Shuricannon providing some not-so-friendly competition at the MEQ killing role. Fortunately, the Twin Starcannon is a much more appealing option due to being able to chunk a majority of any standard MSU squad it&#039;s pointed at. It does so reliably as well, thanks to the consistent AP-3 it has over the Shuricannon&#039;s fair weather Shuriken rule. That said, swapping out the chin mounted Twin Shuripult for a Cannon is recommended if you&#039;re going to lean into that anti-MEQ role for this tank.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Twin Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
Your {{W40Kkeyword|Monster/Vehicle}} killer and what you take when you want your Wave Serpent to functionally be a watered down Fire Prism. Two S8 AP-4 d3+3 shots can put a serious dent or blatantly blow a hole in enemy armour as a potential prelude to a volley from the Fire Dragons or Wraithguard you just disgorged.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Twin Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
A flexible option for flexible transports. 2d6 S4 AP-1 shots with blast has a lot of potential against blobs, but the tragedy of the Twin AML not being two separate missile launchers does mean you are only guaranteed 3 hits against a 6-10 man squad. That&#039;s statistically unlikely, but you shouldn&#039;t pretend like it won&#039;t happen at the worst possible time. The alternative mode, 2 S8 AP-2 d6 shots, also has a lot of potential against big single entity beat sticks, but it just can&#039;t compete with the Twin Bright Lance&#039;s considerable consistency when gunning for the big boys. If you have points to burn and want to maximize your transport&#039;s utility while your more specialized units ride within, go ahead and pick this up.&lt;br /&gt;
Anotherview best option for Wave Serpant the Twin missile launcher is because Wave Serpent hard to kill thank Wave Seprent shield and also it only cost 10 point missile launcher compare to bright lance cost you 20 points.  Missile worth only two reason either it only anti- vehicle option for that unit or it going around long enough want start targeting infantry. Simple put it once done destroy tough target you will start target soften targets. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Your Wave Serpents are eligible for all the vehicle upgrades available to you and honestly, they&#039;re all really good for them. If you&#039;re looking to get the absolute most out of your transport, consider purchasing at least one of these. Keep in mind though, these can really pump up your point costs.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crystal Targeting Matrix&amp;quot;&amp;gt;&lt;br /&gt;
An upgrade that lets your vehicles ignore hit penalties when shooting. Further allows you to give this thing the role of a Firestorm if you give it scatter lasers, I guess. Other uses for this upgrade should be obvious all the same. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spirit Stones&amp;quot;&amp;gt;&lt;br /&gt;
A downgrade from the previous iteration, at least for your Wave Serpent. Now, this allows it to ignore degrading profiles until your tank&#039;s down to 3 wounds. This lets you maintain its top speed and good shooting for a small cost, the former of which is far from a bad thing on a transport.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Star Engines&amp;quot;&amp;gt;&lt;br /&gt;
Wave Serpents are Transports. Their job is to get whatever&#039;s inside of them to their destination as quickly as possible. This upgrade increases the distance it can move by 3&amp;quot;. Not a mandatory take given just how fast it is, but one worth considering all the same.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vectored Engines&amp;quot;&amp;gt;&lt;br /&gt;
Once per battle, you can use this in your command phase to grant battle focus to your tank. Very much a situational upgrade, though using it in a turn when your normal movement won&#039;t quite let it get behind cover may keep your wave serpent alive one turn longer, and thus its cargo.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
Here&#039;s where most of the signature Aspect Warriors the Craftworld Eldar are known for reside. This edition has given many of them a new lease on life and they are finally able to do the jobs they trained for on their own merits, no strings attached! Having said that, your Warlocks have also taken up residency here along side your Wraith units as one of the few non-Aspect infantry units within this category.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Warlocks-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Warlock (Eldar)|Warlocks]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Infantry&#039;&#039;&lt;br /&gt;
|&#039;&#039;Psyker&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Plastic-Warlocks2022.jpg|200px|left|border]] Despite their fancy plastic debut, Warlocks as a whole have been ever so slightly downgraded compared to the codex of yesteryear. No longer split into separate Warlock/Warlock Conclave datasheets, your Warlocks have lost the rank and privileges of being an HQ and have been relegated to your increasingly bloated Elites slot. Fortunately, the good news is that for every Farseer you take, you may take a Warlock(s) unit without consuming a slot. Considering Farseers are practically an auto-include in most lists you might make, this helps mitigate some of the intense slot competition for the units you&#039;re taking these guys to support. So, what happened to Conclaves and {{W40Kkeyword|Character}} Warlocks? Well, the number of models a Warlocks unit can have is now between 1-6. If there&#039;s only one Warlock in the unit (starting size), his point price tag doubles but he gains the {{W40Kkeyword|Character}} keyword. If there&#039;s 2 or more, they are considered a Conclave. If the unit&#039;s size numbers between 4-6 models, then the Warlocks may know two different Runes of Battle and cast/deny two powers a turn. In addition to Smite, which they now finally have the ability to cast without restrictions or damage caps.&lt;br /&gt;
&lt;br /&gt;
Having said all of that, Warlocks are still incredibly useful force multipliers for your army and are easily tailorable to any particular playstyle you have in mind for your army.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Variants&#039;&#039;&#039;: Warlocks have two modes of transportation: their feet or atop a skyrunner. If you saddle up on the jetbikes, however, the maximum unit size drops down to 3.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard&amp;quot;&amp;gt;&lt;br /&gt;
Warlocks with nothing but the blades in their hands and the runes on their belts. Having a lower profile definitely helps when you&#039;re trying to keep your squad of Warlocks from getting blown off the map, especially if you decide to load them up in a transport to get them where they can be of use.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skyrunner&amp;quot;&amp;gt;&lt;br /&gt;
Seat your Warlocks atop jetbikes and get them where they need to go on the double! Compared to a single model Warlock Skyrunner or a Farseer Skyrunner, a group of Warlocks being on jetbikes does come with a distinct drawback. As they massively increase in physical size, they become substantially harder to hide/shield from incoming fire and while an extra wound at T4 makes these guys reasonably more durable than their land bound counterparts, they&#039;re still quite squishy models. This is doubly so since a Skyrunner unit can only have a maximum of 3 models per squad. You &#039;&#039;can&#039;&#039; still learn and cast up to two separate Runes of Battle with this variant, but you&#039;ll need to max the squad to do so. You may wish to consider your options carefully before investing in more than one Warlock Skyrunner.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Warlock Weapons&#039;&#039;&#039;: Warlocks are equipped with a Shuriken Pistol and a Witch Blade. They may trade that Witch Blade for a Singing Spear.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Witch Blade&amp;quot;&amp;gt;&lt;br /&gt;
The free, melee only option. If you need some Warlocks but want to keep them as cheap as can be, this is your option. Still wounding everything in the game on a 2+, the Witch Blade now does a flat 2D and has a single AP-1 pip! This gives it a &#039;&#039;slight&#039;&#039; edge compared to the Singing Spear against heavily armored targets, though you generally won&#039;t want Warlocks in combat against such things anyways.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Singing Spear&amp;quot;&amp;gt;&lt;br /&gt;
In a bit of a mix-up from last edition, Singing Spears got a minor tweaking. Though they still wound everything in the game on a 2+ in melee (dealing a flat D3 per wound), their throwing profile no longer does so. Granted, a ranged profile of S9 is still going to wound any &amp;lt;T5 target on a 2+ anyways, it is a noticeable change worth mentioning. Additionally, the Singing Spear still lacks AP of any flavor, so the Witch Blade may actually be more desirable in many circumstances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Corsair Voidscarred-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Corsair Voidscarred&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Infantry&#039;&#039;&lt;br /&gt;
|&#039;&#039;Anhrathe&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|The second half of the Voidscarred gift, this half comprising of all the more unusual specialists the kill-team can bring in. Being essentially veteran Corsairs, they gain all the basic perks that come with being corsairs as well as all the risks. They still won&#039;t get Battle Focus and can&#039;t be used as a compulsory choice for Elites.&lt;br /&gt;
&lt;br /&gt;
Fortunately, this band can pick-and-choose between each model getting rifles or swords, allowing for your one bird-boy to make way more use from it.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Specialists&#039;&#039;&#039;: The Voidscarred specialize by picking up different specialists, allowing them different perks for taking them along and keeping them alive. &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shade Runner&amp;quot;&amp;gt;&lt;br /&gt;
A corsair picking paired Hekatarii Blades (S:User AP-3) rather than getting a power sword, but when charging, they can deal a mortal wound on an engaged enemy on a 2+ or two mortals on a 6. Sadly, that loss to strength makes them suffer considerably as they make as many attacks as a Felarch but won&#039;t mean much on anything T4 or higher. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Soul Weaver&amp;quot;&amp;gt;&lt;br /&gt;
Your defender, this specialist comes with Channeler Stones, which lets them negate the damage suffered from their first failed save. This isn&#039;t as helpful as it sounds, as it doesn&#039;t help much against Blasts or any rapid-fire weapons you&#039;ll face, and a canny enemy can easily cheese it out with something impractical like a pistol or a rifle before opening the full fury of that gunline on a defenseless pack of corsairs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Way Seeker&amp;quot;&amp;gt;&lt;br /&gt;
Your resident psyker, the Way Seeker can pick one power from either the Runes of Fate or Fortune, though the buff powers will only work with other {{W40kKeyword|Anhrathe}} units, meaning either Corsairs or a second pack of Voidscarred. Consider running Fateful Divergence on him if his unit is just gonna babysit a backline objective for a chance to grab a free CP every so often, rather than a buffing power for the previous reason.&lt;br /&gt;
&lt;br /&gt;
Also worth considering is that any casting has to originate from the Way Seeker&#039;s model, similar to how the Thousand Sons cast, meaning positioning is important. Also helpful (though RAW we have no clue if this is just from the Way Seeker or a native rule) is the Lodestar Helm, which negates all Perils - a far cry from the potential disasters Forge World&#039;s corsairs risked from Perils.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;: Each Voidscarred comes with a Shuriken Pistol and Power Sword, with one model equipped as such being able to equip Faoulchú. While any models can replace both these weapons with Shuriken Rifles, the Felarch can also buy a Mistshield and replace their pistol with a Neuro Disruptor. One model per five can instead replace their sword with either a Corsair Blaster or Corsair Shredder, while one per ten can get either a Wraithcannon or Shuriken Cannon at ten models. One model per ten can also replace their Shuriken Rifle with a Ranger&#039;s Long Rifle and can replace their Power Sword with a Fusion Pistol at ten models.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Corsair Blaster&amp;quot;&amp;gt;&lt;br /&gt;
A Blaster lent by the Dark Eldar. Assault 1 S8 AP-4 D1d6 is a pretty powerful gun to wreck tanks and monsters pretty handily.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Corsair Shredder&amp;quot;&amp;gt;&lt;br /&gt;
A Shredder lent by the Dark Eldar. Assault d6 S6 AP-1 D1 with Blast makes this a good weapon for mobs. If you plan on taking on GEQ or some MEQ, you can rely on this to blow things up without problems.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Faoulchú&amp;quot;&amp;gt;&lt;br /&gt;
Only available to a voidscarred with a pistol and sword, this gives you a hawk that will negate cover for their shooting. Fortunately, the Voidscarred can pick which models can take rifles rather than replacing all of them, allowing this to see more use.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fusion Pistol&amp;quot;&amp;gt;&lt;br /&gt;
As with any other melta pistol, this will serve as a convenient way to pop tanks while up close. That said, this has an interesting use because it only replaces your power sword, allowing you to perform some gunslinger play with both pistols - not that it&#039;d be worth too much with how limited a shuriken pistol is.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mistshield&amp;quot;&amp;gt;&lt;br /&gt;
Provides your Felarch a 4++ save, which means a bit more for a close-ranged squad. Fortunately, the corsairs are plenty equipped to fight in melee with their power swords, and this can offer a measure of protection if you go with the rifles.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Neurodisruptor&amp;quot;&amp;gt;&lt;br /&gt;
A weapon more familiar in the hands of the spooky space clowns, the pistol has a decent S6 AP-3, but any non-{{W40kKeyword|Vehicle}} units will suffer mortal wounds just from a successful hit. This makes the pistol a better implement if you&#039;re facing higher-toughness enemies like Orks or Plaguewalkers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ranger Long Rifle&amp;quot;&amp;gt;&lt;br /&gt;
Better suited if you&#039;re going shooty with your corsairs, as this lets you pick out single models to hit. The corsair perks work especially well for them, as that 6 to hit will always guarantee your mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
A man-portable Shuriken Cannon, which means it is Heavy for you unfortunately. While you can fire it on the move, you&#039;ll always be doing it at a loss and you won&#039;t have any way to fire after advancing. Thankfully, these cannons pack a decent punch and can still reasonably nail a marine or two without much of a hassle before factoring in the Shuriken bonus.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Rifle&amp;quot;&amp;gt;&lt;br /&gt;
While effectively a shuriken catapult, they come with two major differences. Their range is upgraded to a more welcome 24&amp;quot;, but these guns are now Rapid Fire 1, meaning their firepower is cut in half unless they get right up and personal to fire at full power. While dual wielding sounds radical, it comes with the serious drawback of making them even more useless in combat.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wraithcannon&amp;quot;&amp;gt;&lt;br /&gt;
Your most devastating weapon, being Assault 1 S10 AP-4 D3+d3. Rolling a natural 6 to wound deals a mortal wound on top of everything else, making it an equally worthy weapon to break tanks alongside the Blaster, though this will require you to grab 10 models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===={{W40kKeyword|Aspect Warriors}}====&lt;br /&gt;
Your trademark specialists, each trained in a specific discipline designed to bring down particular foes with frightening efficiency... and/or die horribly when asked to do literally anything outside of that niche. Many of the Aspect Warriors in this category got a &#039;&#039;much&#039;&#039; needed retooling to bring them back to the level of lethality they should&#039;ve had from the start. The &amp;quot;bad&amp;quot; news is that many of them got minor price hikes for it, but considering their new lease on life (and the fact that Craftworld Eldar are &#039;&#039;supposed&#039;&#039; to be an elite army), this is hardly a concern.&lt;br /&gt;
&lt;br /&gt;
*[[File:DireAvengers01.jpg|200px|right]]&#039;&#039;&#039;[[Dire Avengers]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Aspect Warriors}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: In a [[skub|contentious move]], Dire Avengers have migrated from Troops to Elites as your generic, better than average gunslingers. Fortunately, this transition did come with a couple, admittedly minor, buffs to compensate. First, the Avenger Shuriken Catapult gets an extra shot at a default AP-2 over the standard Shuripult. This means a bare-bones squad of 5 is putting out 18 (assuming two ASCs on the Exarch) S4 AP-2 GEQ-shredding shots a turn which can also scare the occasional marine; modestly impressive for 12 points a dude. Of course, these guys still kept their Plasma Grenades if you wanted to chuck a d6 blast at a large group of enemy models, though it&#039;s hard to choose that over a flat 3 shots at a stronger AP value. Dire Avengers have always ever been presented as a generalist Aspect Warrior and for once, the squad Exarch can actually compete against dedicated melee Aspect Warriors reasonably well and ensures that the squad can at least defend itself at range or in close quarters. Objectively, Dire Avengers also have value in that they can shoot &#039;&#039;and&#039;&#039; perform actions without interruption should the Exarch still be standing.&lt;br /&gt;
**&#039;&#039;&#039;Exarch Weapons&#039;&#039;&#039;: Your Dire Avenger Exarch is equipped with an Avenger Shuriken Catapult, Plasma Grenades and a Shuriken Pistol. He may take and additional Avenger Shuriken Catapult or, alternatively, he can trade his Avenger Shuriken Catapult out for a Diresword or a Power Glaive.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Avenger Shuriken Catapult(s)&amp;quot;&amp;gt;The default option, though unlike most &#039;&#039;other&#039;&#039; Exarch default weapons, the Dire Avenger can dual wield these puppies. Being a free weapon that doubles the number of shots your Exarch puts out a turn and being two separate guns that can split their shots between two different targets, there&#039;s literally no reason not to double up on these if you don&#039;t plan on having your Exarch fight in melee.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Diresword&amp;quot;&amp;gt;If your Exarch wants to fight off the unclean mon-keigh hordes or needs to slice through some invulnerable saves, this is his go to option for melee combat. A successful wound with this S+1 weapon results in 1 MW, an excellent tool for breaking past enemy Harlequin/Daemon invulnerable saves. Having said that, this is still not as potent as 6 ASC shots or even 3 Power Glaive stabs, so this can be reliably skipped.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Power Glaive&amp;quot;&amp;gt;Should your Exarch feel more up to skewering Space Marines or Orks over simple Guardsmen or Tau, you can swap out his ASC for a S+2, AP-2 D2 polearm. Honestly quite dangerous all things considered, as that statline gives the Exarch pretty solid odds at dropping 3 marines a fight phase.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Shimmershield&amp;quot;&amp;gt;Swap out the exarch&#039;s shuripistol to give him a 4++ invulnerable save. You can finally take this alongside a Avenger Shuriken Catapult if you so desire, though you might still prefer taking it with the Power Glaive for melee.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Exarch Powers&#039;&#039;&#039;: Unfortunately, your Dire Avengers aren&#039;t cool enough to receive +1 to their BS or +1 Attack like any of the other Aspect Warriors. Fortunately, unlike several other Aspects, all the Exarch&#039;s abilities benefit the whole squad.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Defensive Stance&amp;quot;&amp;gt;So long as your Exarch is alive, the whole unit may make ranged attacks while within engagement range of an enemy - effectively, their guns become Pistols. In the inevitable melee your Dire Avengers may find themselves in, this can actually get far more accomplished than the pitiable melee strikes they would throw out otherwise.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Shredding Fire&amp;quot;&amp;gt;The Shuriken rule occurs for the unit on a 5+ instead of a 6. Considering their rate of fire, this will occur reasonably often against valid targets, which are T7- and Sv4+ or worse, but this ability just plain costs too much - more than twice as much as a model, meaning you can just add 2 more Avengers and still save points.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Stand Firm&amp;quot;&amp;gt;Your Dire Avengers regain Objective Secured. If they already had it (Asurmen&#039;s aura), then each Dire Avenger counts for two models. Add 1 leadership to everyone for good measure. Honestly a steal of a deal compared to the other two. If you want a premier objective contester, you&#039;ll not be wanting with a maxed out squad of these guys shepherded by Asurmen.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*[[File:99810104011 FireDragonsNEW 01.webp|200px|right]]&#039;&#039;&#039;[[Fire Dragons]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Aspect Warriors}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: After being utterly humiliated by the mon-keigh Eradicators for several years, the Fire Dragons finally pulled themselves from the gutter and resolved to do something about it. The first thing they did is hit the gym; a new T4 and a 3+/5++ save makes these guys surprisingly durable for still-living Eldar and makes them reasonably more resistant to the standard firearms the survivors who spilled out of the tank/transport they just blew up tend to carry. Now as to how they blew that tank up? The Craftworld Bonesingers saw fit to make sure the Dragon Fusion Guns these Aspect Warriors carry aren&#039;t on the same level as any old melta. Though they lack the range the Eradicator Melta Rifles have, Dragon Fusion Guns now strike at S9 and &#039;&#039;always&#039;&#039; deal d6+2 damage, regardless if the target is at half range or not. Fire Dragons, as ever, still face rather stiff competition with Wraithguard when it comes to bringing down big targets. Fire Dragons remain the &amp;quot;discount&amp;quot; option, though their new S9 weapon profile at least means that they&#039;re just as likely to wound tanks and monsters as the S10 Wraithcannons are, if not more so due to their ability to re-roll wound rolls of 1 against such targets. Wraithguard do have a substantial edge in durability and potential melee combat, but are nearly twice as expensive for it.&lt;br /&gt;
**&#039;&#039;&#039;Exarch Weapons&#039;&#039;&#039;: Your Exarch is equipped with a Dragon Fusion Gun. He may trade it for a Firepike or a Dragon&#039;s Breath Flamer.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Dragon Fusion Gun&amp;quot;&amp;gt;With the nice buff to S9 and d6+2, Dragon Fusion Guns are now reliable Leman-Russ/Dreadnought crackers that, in a statistically average world, can melt a hole in one with a single salvo. Probably your standard pick for the Exarch.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Firepike&amp;quot;&amp;gt;The closest thing your Fire Dragon Exarch has to a Melta Rifle. A boost to 18&amp;quot; gives it a bit more leeway over the standard Fusion Gun, but in general you&#039;re going to want the &#039;&#039;whole&#039;&#039; squad contributing to what you&#039;re trying to bring down. Fortunately, the Firepike does offer a higher damage profile of d6+4 to at least provide a minor benefit over a regular old Fusion Gun.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Dragon&#039;s Breath Flamer&amp;quot;&amp;gt;In case you want to roast the former occupants of a transport you cracked, or expect a pugnacious opponent to instigate a fist-fight with your Fire Dragons. Aside an increased S6 profile, the variable d6 shot profile can make this weapon wildly inconsistent. At least it has the same range as the rest of your squad&#039;s weaponry.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Exarch Powers&#039;&#039;&#039;: Extra abilities you can purchase for your Fire Dragon Exarchs to give them more utility or potency.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Blazing Fury&amp;quot;&amp;gt;Add 4&amp;quot; to your Fire Dragon squad&#039;s Fusion Gun range. A range of 16&amp;quot; makes these guys less vulnerable to enemy countercharges, especially if you Battle Focus move away after you fired off a salvo.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Burning Heat&amp;quot;&amp;gt;Your Fire Dragons auto-wound any target they successfully hit within 9&amp;quot; of them. While S9 basically auto-wounds most things (especially since the squad re-rolls 1&#039;s against {{W40Kkeyword|Monsters}} and {{W40Kkeyword|Vehicles}}), not having to worry about that step of the process is very nice. Of course, since you&#039;re even closer to that target than normal, you&#039;d better have an escape plan in mind. Heavily consider investing in a Guide Farseer if you want to make the most of this one.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Dragon&#039;s Bite&amp;quot;&amp;gt;If your Exarch shoots a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}} within half range with a Fusion Gun/Firepike, add 2D to the damage he deals. If he does so with the Dragon&#039;s Breath Flamer, add 1D and you can re-roll wound rolls for that attack. In other words, your Exarch gets a d6+4/6 Fusion Gun/Firepike at half range or a D2 flamer that re-rolls wound rolls. In general, the Fusion Gun/Firepike is the better choice as you only get these benefits against large, predominantly single-model targets.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*[[File:2019 Banshees.jpeg|200px|right]]&#039;&#039;&#039;[[Howling Banshees]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Aspect Warriors}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Howling Banshees, long intended to be your anti-MEQ combat duelists, finally hit their stride this edition. Their Banshee Blades (now distinct from Power Swords) provide an additional +1S, meaning that your Banshees actually have a solid 50-50 shot at wounding Space Marines unaided in combat. As for getting stuck in? Your Banshees are still just as fast as ever; the ability to advance and charge gives them a &#039;&#039;much&#039;&#039; greater threat range than most close combat specialists are afforded. But this is hardly the thing that really makes Howling Banshees so utterly lethal these days. Their trademark masks still shut down any option for Overwatch, as always, but now they also prevent said unit from setting to defend as well. &#039;&#039;Additionally&#039;&#039;, in the turn they successfully charged a unit, they now force the target to fight &#039;&#039;last&#039;&#039;. That&#039;s right, Howling Banshees can now suppress key targets and force them to fight after any and all of your units have done so. When paired with their 3 (4 for Exarch) attacks per model, swinging at S4 AP-4(!) D1, Howling Banshees can effectively butcher any non-Custodes level opponents in melee, wounding T4 and below foes on a 3+. Why a 3+? Because the next best thing; when they successfully land a charge against a target, your Howling Banshees also add 1 to their wounding rolls for the ensuing fight phase. &#039;&#039;Goddamn&#039;&#039;. Of course, should your opponent get a chance to actually fight back, not only do your Banshees still retain their -1 to-hit modifier in combat, but they now have the Aspect standard 5++ invulnerable save to help protect against any AP weapons. Do keep in mind though, despite &#039;&#039;all&#039;&#039; the buffs the Howling Banshees received, they&#039;re still 1W, T3 models and should &#039;&#039;never&#039;&#039; be on the receiving end of a charge. Or in the reticle of a gun.&lt;br /&gt;
**Also, it goes without saying... these ladies are a &#039;&#039;hard&#039;&#039; counter to the Tau.&lt;br /&gt;
**&#039;&#039;&#039;Exarch Weapons&#039;&#039;&#039;: Your Exarch is equipped with a Shuriken Pistol and a Banshee Blade. She may trade the Banshee Blade for a Triskele or an Executioner. She may trade both the Shuriken Pistol and the Banshee Blade for the Mirror Swords.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Banshee Blade&amp;quot;&amp;gt; The standard option and not a terrible one if you need to keep your exarch on the cheap. Having said that, you should &#039;&#039;strongly&#039;&#039; consider upgrading to the Mirror Swords or the Executioner, as they give your Exarch a considerable boost in lethality; be it against &#039;&#039;more&#039;&#039; targets (Mirror Swords) or &#039;&#039;tougher&#039;&#039; targets (Executioner).&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Triskele&amp;quot;&amp;gt; Unfortunately, the Triskele still replaces your Banshee Blade instead of the Shuripistol so it cannot be taken in conjunction with one or the Executioner. This is a shame, because as far as ranged weapons go, the Triskele far outpaces the Shuripistol. 18&amp;quot; range, 3 &amp;quot;shots&amp;quot; instead of only 1 and a boost to S5 AP-3 for all profiles make this thing substantially better at softening up or even killing a few models before the banshees make contact.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Executioner&amp;quot;&amp;gt; If you find yourself facing down a MEQ army, this is the upgrade you want. S+2 (S5) AP-3 and D2 means every successful swing (and failed save) with this results in a dead marine. Additionally, this buff up to S5 means that on a successful charge, you&#039;re wounding those marines on a 2+. This also gives your Exarch a pretty decent character-hunting niche, as she can single handedly plant 8 wounds on a target should each strike land true. This is, of course, before adding in any chip damage her Exarch Powers or Banshee disciples might add.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Mirror Swords&amp;quot;&amp;gt; When you want to blend up damn near whatever you throw your ladies at. These blades now properly double your Exarch&#039;s attacks from 4 to 8, only trading down from AP-4 to AP-3 to do so. This is a good trade. On the charge, you&#039;re wounding GEQs on 2s now and even MEQ targets aren&#039;t exactly thrilled having to make so many high AP saves. Unless you&#039;re expecting smaller, elite armies, you should probably make this your default option. Combine this with the exarch power boost and you&#039;re looking at even more whirling, screaming death coming outta your Exarch.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Exarch Powers&#039;&#039;&#039;:&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Graceful Avoidance&amp;quot;&amp;gt;4++ against melee attacks for the entire unit. Direct upgrade, very much a nice one.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Nerve-shredding Shriek&amp;quot;&amp;gt;When the unit finishes a charge move, pick 1 enemy unit within Engagement Range of the Exarch and roll 1d6; on a 1, nothing happens, and on a 2+, the enemy unit suffers 1 mortal wound and takes -1 to Combat Attrition tests until the end of the turn. &amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Piercing Strikes&amp;quot;&amp;gt;+1D for the Exarch&#039;s melee attacks. Fighting Death Guard? Take this and an Executioner and give &#039;em some hell for Isha.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*[[File:99810104007 StrikingScorpionsNEW 01.webp|200px|right]]&#039;&#039;&#039;[[Striking Scorpions]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Aspect Warriors}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Striking Scorpions, as ever, fill that deep-striking brawler niche that they&#039;ve carved out for themselves and serve as your backline ambushers for when your opponent leaves an opening for them to exploit. A further buff to their Scorpion Chainswords puts your basic squad&#039;s strength stat at S5, meaning that, unlike Howling Banshees, Striking Scorpions can remain in combat and consistently wound MEQ toughness targets on a 3+ without needing to bow out and &amp;quot;re-charge&amp;quot;.  Furthermore, the entire unit has &#039;&#039;&#039;Sustained Assault&#039;&#039;&#039;, which is simply exploding (2 hits landed instead of 1) nat 6s to hit. Despite that, and the extra attack their swords give them over Howling Banshees, the AP-1 does hold it back against targets in thick armor. That is where their reworked Mandiblasters come in, however. On any unmodified wound roll of a 6, you also deal 1 Mortal Wound against your non-{{W40Kkeyword|Vehicle/Monster}} opponents. There&#039;s no cap for this, so if you&#039;re very lucky, you can deal quite a lot of unavoidable damage to infantry. A slightly greater 3+/5++ save statline does make them slightly tankier than Howling Banshees, but their lack of a -1 to-be-hit modifier and lack of a &amp;quot;force opponent to fight last&amp;quot; rule puts them at an overall greater defensive disadvantage against anything they&#039;re fighting with actual AP.  &lt;br /&gt;
**&#039;&#039;&#039;Exarch Weapons&#039;&#039;&#039;: Your Exarch is equipped with a Scorpion Chainsword and a Shuriken Pistol. He may trade the Chainsword out for a Scorpion Claw  and he may trade out both for the Biting Blade.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Scorpion Chainsword&amp;quot;&amp;gt;If you don&#039;t want to invest anything in your Exarch. Not the worst choice, but you should &#039;&#039;really&#039;&#039; consider spending just a smidge more for a Biting Blade.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Biting Blade&amp;quot;&amp;gt;Despite being even bigger, this puppy still hits at S5, but it does get AP-2 and D2 for its trouble. Plus, it gives an additional attack over the regular Scorpion Chainsword. For a piddly 5pts more, why not?&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Scorpion Claw&amp;quot;&amp;gt;Replaces the Striking Scorpion&#039;s Chainsword. Currently garbage; Sx2(6) AP-3 D2 makes for a solid MEQ butcher, but this only really makes a difference against T5/6 Sv2+/3+/4+ targets like Gravis Marines or Custodes. The built in Shuripult still only has a range of 12&amp;quot; and remains an Assault weapon, which means you generally won&#039;t find many opportunities to use it (if you&#039;re using your Striking Scorpions correctly, that is). Stick to the Biting Blade for the +1A. Funnily enough, even though it replaces the chainsword, the current failcast model is sculpted with it replacing the pistol.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Exarch Powers&#039;&#039;&#039;:&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Crushing Blows&amp;quot;&amp;gt;A selfish power, but one with some solid utility. Every melee hit scored by the Exarch against a non-{{W40kkeyword|titanic}} unit auto-wounds (this means your Mandiblasters do nothing and neither does additional S, so always take a Biting Blade with this. To be fair it&#039;d be pretty damn broken if it auto-procced Mandiblasters). Works fantastically with the Biting Blade simply because of the volume of strikes made (7 attacks between the blade, Exarch Power buff, and base). This can give the Striking Scorpion a shocking degree of effectiveness against monsters and vehicles that might otherwise shrug off piddly S4/5 attacks.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Deadly Ambush&amp;quot;&amp;gt;The only power that benefits the whole squad and one that&#039;s pretty useful in terrain-dense maps. Adding 1 to hit rolls made and improving the AP of their chainswords by 1 makes the entire unit much more consistent and lethal when in terrain, but keep in mind that this &#039;&#039;only&#039;&#039; works when the whole unit is in terrain.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Scorpion&#039;s Sting&amp;quot;&amp;gt;Your Exarch&#039;s mandiblasters go off on a 5+ instead of a 6+. Even before you consider how badly overcosted this is, you need to realize that it&#039;s strictly worse than the Shining Spears equivalent power, as the Spears one gives the Exarch 5+ Mandiblasters &#039;&#039;in addition&#039;&#039; to what it does, instead of replacing an ability with it.  Hard pass.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Shadow Spectres-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Shadow Spectres &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Core Infantry&#039;&#039;&lt;br /&gt;
|&#039;&#039;Aspect Warriors&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Shadow Spectres Forgeworld.jpg|200px|right|border]] Ghost themed aspect warriors with mini fire prism guns. Shadow Spectres are fantastic MEQ-murderers thanks to their S6 AP-3 D3 Prism Rifles and also great GEQ-grinders with the alternate d6 S5 AP-1 Blast profile. It took them a minute to play catchup with their Codex-standard brethren, but GW finally graced these guys with the same standard perks afforded to the modern-day Aspect Warrior. Having said that, the same unfortunately can&#039;t be said for Shadow Spectre Exarchs, who despite having their own stand-alone model for sale, are the only Aspect Warrior Exarchs who &#039;&#039;don&#039;t&#039;&#039; have any exarch powers or alternative weapons. Still, a 3+/5++ save behind a -1 to-hit modifier is hardly the worst defensive statline for these guys, even if they&#039;re still T3 underneath all that armor. Offensively, as mentioned, these guys still pose a serious threat and are one of the few &amp;quot;mid-range&amp;quot; combatants available to you. Their 10&amp;quot; move, ability to {{W40Kkeyword|Fly}}, deep-strike and post-shooting move courtesy of Battle Focus make these guys quite maneuverable compared to practically anyone else; the only Eldar infantry able to reliably outspeed these guys are the Swooping Hawks (though they can just go wherever the fuck they want to) and Warp Spiders. Considering that the price for coming in third in the speed category is the ability to drop virtually any elite infantry in a single unsaved shot or blow a hole in a guardsmen formation, this is a very fair trade-off.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Exarch weapons&#039;&#039;&#039;:&lt;br /&gt;
Every Shadow Spectre Exarch forgot the keys to their Shrine&#039;s weapon locker and their Bonesinger locksmith retired, so they&#039;re stuck with the basic Prism Rifle. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039;&lt;br /&gt;
Shadow Spectres Exarchs never really paid attention when Irillyth was trying to teach them new tricks. What&#039;s so hard about &amp;quot;pew-pew-BOOM&amp;quot;?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===={{W40kKeyword|Spirit Host}}==== &lt;br /&gt;
Your ghost warriors are among your heaviest hitters and are able to take a hell of a beating (thanks in no small part to the new Wraith-wide modifier subtracting 1 damage from any successful multi-wound weapon striking them), but they pay for that offensive/defensive potency with a swollen point cost and a rather plodding pace when on the battlefield.&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Wraithguard-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Wraithguard]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Core Infantry&#039;&#039;&lt;br /&gt;
|&#039;&#039;Spirit Host&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:99120104031 EldarWraithguard01.webp|200px|left|border]] Methodical, stoic and purposeful, Wraithguard are the premier heavy destroyers of anything within 12&amp;quot; of them. With both their D-Scythes and Wraithcannons hitting at a staggering S10 AP-4, no unit without an invulnerable save or a 2+ armor value will have a ghost of a chance defending against the sheer firepower these statues bring to bear. Unfortunately, despite their resilient T6, 3+ defensive profiles, Wraithguard are even more helpless in melee than before. Evidently, death has rendered them unable to remember how to properly make a fist, so the only thing they can seem to do is fire their guns point blank into the people fighting them in melee. Well, the Wraithcannon Wraithguard at least. As of currently, with the Blast rule preventing such weapons from being fired at targets within engagement range of them, D-Scythe Wraithguard are actually helpless in a fist fight and prone to getting tied down if you can&#039;t shield them from oncoming enemies. At the price you&#039;re paying to bring even a single squad of them, you&#039;re going to want to make sure they can freely fire their weapons on command and at every possible opportunity you can manage.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; The entire squad may be equipped with either Wraithcannons or D-Scythes.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wraithcannon&amp;quot;&amp;gt;&lt;br /&gt;
Your classic Tank/Monster/Titan-be-gone tool, Wraithcannons in general were solidly buffed compared to last edition. A range buff up to 18&amp;quot; gives Wraithguard much more flexibility at engaging targets of opportunity (especially if they&#039;re arriving out of reserves) and a damage buff of d3+3 (and an extra Mortal Wound on a roll of a 6 to wound) means a full, successful volley of Wraithcannon shots at a target is doing no less than 20 damage. One or two lucky rounds of shooting these cannons is more than enough to severely cripple or destroy any vehicle up to and including Imperial Knights.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;D-Scythe&amp;quot;&amp;gt;&lt;br /&gt;
Another weapon that received a bit of a tweaking and a general buff overall. Though the addition of Blast absolutely cripples the Wraithguard if they get tied down in melee, as does the removal of auto-hitting targets you fire them at, the range jumping up to 12&amp;quot; (which now makes D-Scythes a viable option for deep-striking Wraithguard) and boost to d6 shots &#039;&#039;per&#039;&#039; D-Scythe ensure that whatever infantry blob you want dead dies quite completely. The extra 1 Mortal Wound per wound roll of a 6 certainly does a lot to boost the death count and, considering the sheer number of shots your D-Scythes are capable of putting out, can actually still melt a hole in larger, hardier targets just as easily. Potentially more so than the singular Wraithcannon shots.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Wraithblades-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Wraithblades]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Core Infantry&#039;&#039;&lt;br /&gt;
|&#039;&#039;Spirit Host&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Wraithblades01.jpg|200px|right|border]] In their fuming quest to cut up everyone who they feel is responsible for their predicament, Wraithblades are your heaviest hitting melee infantry. Though substantially more expensive, slower and bulkier than your Howling Banshees or Striking Scorpions, Wraithblades are &#039;&#039;much&#039;&#039; more durable and are better suited for extended combat against heavier-hitting foes that would otherwise lay low your squishy warriors. Due to their abysmal movement speeds, you are almost required to take along a Wave Serpent if you have any intention of using your Wraithblades before the final turn of the match. To this end, you may as well spring for a Spiritseer/Autarch/Farseer/Warlock companion or two to make the most out of that party bus once it arrives at your destination.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Wargear:&#039;&#039;&#039; The entire squad may be equipped with either Ghostswords or Ghostaxes and Force Shields.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ghostswords&amp;quot;&amp;gt;&lt;br /&gt;
This choice is the more &amp;quot;offensive&amp;quot; option, granting yet more attacks to cleave through hordes of infantry as quickly as you can manage. All things considered, you may want to switch to the axes if you&#039;re taking these guys. The crazy degree of durability afforded to the Force Shields frankly outweighs the weight of attacks your Wraithblades can put out, especially since Howling Banshees can do so almost as well these days at well less than half the price per model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ghostaxes and Force Shields&amp;quot;&amp;gt;&lt;br /&gt;
The same old shield from 8th, this is what you take when you don&#039;t want anyone to move you. A  3+/4++ statline now protects your Wraithblades, who still enjoy -1D from multi-damage weapons that manage to slip through. Cast on Fortune and watch your Wraithblades weather the fiercest firepower your opponent can muster while they hack away at everything in reach with their S7 AP-3 Ghostaxes. Wraithblades have been properly re-trained on their use too, for they no longer suffer the -1 to-hit penalty when using the hatchets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Wraithlord-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Wraithlord]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Core Monster&#039;&#039;&lt;br /&gt;
|&#039;&#039;Spirit Host&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Wraithlord.jpg|200px|left|border]] In another interesting move, Wraithlords have decided to shack up with their smaller brethren in the Elite slots, adding yet &#039;&#039;further&#039;&#039; competition to a very crowded category. In a way, this is more of a benefit than when they were in your Heavy Support slots; by moving to Elite, Wraithlords can function as a jack-of-all-trades unit without imposing on the slots needed for more specialized heavy hitters (such as the Fire Prism or Dark Reapers). Wraithlords changed very minimally since 8th edition, but they did receive two very welcome buffs to their durability and general effectiveness that cannot be glossed over. First, and most importantly, Wraithlords dropped down to 9 wounds. Normally the drop in total durability would be frowned upon, but this particular case warrants an exception to the sentiment. Just like Wraithseers, Wraithlords no longer suffer a degrading statline and as such will remain in top form even when a stray bolter shell will end them. Additionally, the -1 to all multi-damage weapons gives these guys substantially more protection against D2-3 weapons; this is a borderline must due to the Wraithlord&#039;s complete lack of an invulnerable save. Otherwise, your Wraithlord is as tough as ever; T8, 3+ save and 9W keep your former Exarch on the field. But, if that still doesn&#039;t quite cut it, consider this. The Wraithlord is now a {{w40kkeyword|core}} unit. That&#039;s right, for the first time, it can fully benefit from all Runes of Battle, Fate and Fortune completely.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Wargear:&#039;&#039;&#039; Wraithlords can take a Ghost Glaive, up to two Shuriken Catapults and/or Flamers and up to two Shuriken Cannons, Scatter Lasers, Starcannons, Bright Lances and/or Aeldari Missile Launchers.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ghostglaive&amp;quot;&amp;gt;&lt;br /&gt;
The trademark blade of your Wraithlord. You&#039;ll want this if you intend to duel opposing Dreadnoughts, Monsters or Tanks; S9 d3+3 damage a swing can do a hell of a lot of damage, if you don&#039;t just outright murder your opponent in a single round of combat. Alternatively, the Ghostglaive was finally graced with an alternate profile to help deal with tarpits; Sweeping Blow hits at a reduced S7 AP-2 D2 profile, but it doubles your Wraithlord&#039;s attack output. This lets it easily mow through tarpits be they GEQ or MEQ. All things considered, this is almost a must have for your Wraithlords now.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Flamer&amp;quot;&amp;gt;&lt;br /&gt;
The first of two wrist-mounted weapons (or shoulder if that appeals to you for some odd reason), flamers are your best anti-GEQ/Horde deterrent. (2)d6 S4 shots at 12&amp;quot; can wrack up quite a body count even before you take aim with any of your bigger guns, much less when you charge into melee. Not to mention, should a tarpit attempt to bog you down, these things serve quite excellently at cleaning up the chaff clamouring at your Wraithlord&#039;s shins.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Catapult&amp;quot;&amp;gt;&lt;br /&gt;
Though a slight buff to 18&amp;quot; of range and a default AP-1 does give these guns marginally more offensive oomph to the flamers, 2 shots per catapult isn&#039;t exactly turning any heads. You may pick off a model or two here, or chip away a wound on something bigger, but let&#039;s be real. The only reason you&#039;re taking these is because they&#039;re free or you &#039;&#039;don&#039;t&#039;&#039; intend on sending your Wraithlord into the fray. Which, let&#039;s be honest... is kind of a waste of this thing&#039;s potential.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
The glow up this thing got frankly did wonders for any Wraithlord packing one around and frankly makes it your best generalist infantry slayer. Against the hordes, it does falter compared to your Scatter Laser and even with the Shuriken rule, it&#039;s not ideal compared to the Starcannon or the Bright Lance against heavily armored, multi-wound targets. Having said that, a flat 2 damage per shot with the potential for AP-3 is nothing to sneeze at.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re expecting tarpits or hordes of weak infantry... this is the gun for you. 6 shots at S6 is honestly pretty impressive for a single gun, even more so if you dual-wield them for 12. Of course, the lack of AP and single damage per shot definitely curtails this gun&#039;s effectiveness against tougher targets. Having said that, as the Imperial Guard continues to prove, there&#039;s something to be said about volume of fire alone.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re facing high armor, multi-wound infantry like Space Marines and don&#039;t want to rely on the unreliable Shuriken rule to punch through armor, the Starcannons have you covered. Two of these things blasting holes in infantry before the charge gives you solid odds at deleting the average squad of Marines and can even plink off some wounds on a monster or two.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
When you need to delete enemy Monsters before you pull out the Ghost Glaive. Of course, you can bring it/them &#039;&#039;with&#039;&#039; the Ghost Glaive if you want a dedicated Monster dualist, though unless you brought some flamers, you&#039;re going to struggle to deal with of infantry swarms.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
As ever, your flexible jack-of-all-trades gun. Can pair nicely with the two flamers if you&#039;re looking to lay down as much (potential) dakka as possible on swarms of enemies, but you can&#039;t fire it in that mode in melee. Alternatively, the single shot profile can deal a hell of a punch to a bigger target, but it&#039;s generally not going to be as reliable as your Bright Lance in this regard.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
Though not as contested as the Elite and Heavy Support slots, Craftworlders have some solid and cost efficient Bikers and Vehicles populating this category. Oh, and a few Aspect Warriors too, though you&#039;ll likely only pay much mind to the Shining Spears at this time.&lt;br /&gt;
&lt;br /&gt;
*[[File:Windriders.jpg|200px|right]]&#039;&#039;&#039;[[Windrider]]s&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Biker|Guardians}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Your cheapest biker unit and something you take as a budget harrier and turn 1/2 objective diver. They&#039;re a great vector for fielding Shuriken Cannons or Scatter Lasers if you&#039;re looking for more anti-infantry Heavy Weapon platforms and they&#039;re cheap enough to where you can generally slot them in when you&#039;ve got a bit of a budget left over from filling out your main force. But, you get what you pay for and even though these guys are T4 and have a 4 + save, they only have 2 wounds each and as such are prone to dropping like flies if your opponent even briefly starts focusing on them. Use these guys to quickly claim objectives early on until your dedicated holders can catch up then have these guys dive behind or around enemy lines to harass them or flush out units camping behind cover.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Weapon Options&#039;&#039;&#039;: Your Windriders are equipped with Twin Shuriken Catapults. Each may upgrade to a Shuriken Cannon or a Scatter Laser.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Twin Shuriken Catapults&amp;quot;&amp;gt;Still a solid option, especially if you want to keep these guys on the cheap (which is half the appeal, after all). The increased range is more than welcome for these guys. If you want to be able to advance and shoot your guns, these are also your only option.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. These guys are probably the best platform for taking as many Scatter Lasers as you want and it&#039;s a perfectly valid strategy to simply park these guys to use like turrets if all you need them to do is lay down the firepower.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;For the first time in ages, the Shuriken Cannon actually has a niche that it can be in without losing strictly to the Twin Shuripults or the Scatter Laser. The bump up to D2 guarantees a dead MEQ unit per unsaved wound compared to the two unsaved wounds required of the Shuripults or Scatter Laser. However, these are neither as maneuverable or as long ranged as either of the two other choices and if rate of fire is the name of the game, the cannon solidly comes into last place. &amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Shroud Runners-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Shroud Runners&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Core Biker&#039;&#039;&lt;br /&gt;
|&#039;&#039;Outcasts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Shroud Runners.jpg|200px|left|border]] The first truly new unit the Eldar have received in quite a while and it&#039;s...interesting. It&#039;s functionally a Scatter Laser Windrider with a tag-along sniper and a &#039;&#039;touch&#039;&#039; more utility due to a few special perks. First, is that it can gain Light Cover as if it were infantry and if it does so, it adds and extra 1 to any saving throws for good measure, getting it up to a 2+ which can shrug off melta shots on occasion. Combined with the extra wound each one has, this does make them a sight more durable than regular Windriders. The Ranger Rifle, however, is kind of awkward. Just like your regular Rangers, the Ranger Long Rifle does allow your bikers to take potshots at characters, but with only the one shot each, it&#039;s kind of a crapshoot if any of them actually accomplish something of note with it. At least they can freely move and shoot with it since they&#039;re bikers, in addition to being able to fire their scatter lasers at a 2+ as well. The final main selling point of these guys is their optional 9&amp;quot; pre-game move they can make once both parties have finished deploying, potentially letting you quickly snag an objective or getting into an opportune position to unload your Scatter Lasers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Vyper-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Vyper]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Vyper.jpg|200px|right|border]] Even though the Vyper is completely plastic, it&#039;s honestly due for a visual tune up. Tangents aside, Vypers serve as your most mobile (conventional) heavy weapons platform and are respectably durable enough to survive a few errant volleys from standard arms fire. As with virtually every vehicle you own, the Vyper&#039;s ability to {{w40kkeyword|fly}} over terrain to get a solid angle on enemy units is a highly valuable trait to have when hunting particular targets. The ability to take Star Cannons or even Bright Lances alongside the twin shuripults equipped on these bikes dramatically enhances the flexibility of these over standard Windriders; a team of 3 with Bright Lances can make for a shockingly lethal vehicle hunting squad for a bargain-bin price tag over splurging on a Fire Prism or Crimson Hunter in the event you had something else in mind for your main focus.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Weapon Options&#039;&#039;&#039;: Your Vypers are equipped with Twin Shuriken Catapults and a Shuriken Cannon. They may replace the Shuriken Cannon with any other standard heavy weapon.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Twin Shuriken Catapults&amp;quot;&amp;gt;&lt;br /&gt;
Even if you decide to specialize your Vypers against bigger, harder targets, the twin shuripults it still comes stock with are excellent at clearing away the basic chaff your bigger guns (AML or Bright Lance) may struggle to deal with. Don&#039;t snub it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
For the first time in ages, the Shuriken Cannon actually has a niche that it can be in without losing strictly to the Twin Shuripults or the Scatter Laser. The bump up to D2 guarantees a dead MEQ unit per unsaved wound compared to the two unsaved wounds required of the Shuripults or Scatter Laser. However, these are neither as maneuverable or as long ranged as either of the two other choices and if rate of fire is the name of the game, the cannon solidly comes into last place. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. Paired with the twin shuripults, each Vyper can pump out 10 anti-infantry shots a turn, enough to even overwhelm a few MEQ/TEQ armor saves. That said, if you just want these enmasse, you may want to stick with Scatter Laser Windriders.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
A bit more efficient at dealing with MEQs and TEQs compared to the shuricannon and a decent choice if you&#039;re massing up on them. One alone can often be a bit underwhelming, so you may want to take a squad of Vypers at least two models large both with starcannons to deal with harder targets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
An excellent option when it comes to dealing with enemy vehicles. A group of Vypers equipped with Bright Lances can make for a very effective biker/vehicle kill team, though you will feel every shot you miss. Still, unlike some of your other units, these are on platforms sturdy enough to survive at least a round or two of firepower directed their way.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
Flexible and expensive as ever. The AML is what you take when you can&#039;t quite decide what you&#039;re wanting your Vyper to do but want to be prepared regardless. Taking this does slightly undermine the cost effectiveness of this unit, but if you have a bit of scratch left over after building your main force, it doesn&#039;t hurt to consider it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Hornet-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Hornet]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Eldar Hornet.jpg|200px|left|border]] Your new fast-attack non-aspect MVP, the Hornet took quite kindly to the new edition. Lightning Assault now applies a -1 to hit modifier to the Hornet at all times which, combined with the defensive statline of 3+ T6 8W, makes for a shockingly durable little vehicle. They retain the ability to squadron up to three models per unit, though you can have as few as a single model per if that suits your tastes. At 80 points minimum, they&#039;re actually priced quite nicely for the kind of firepower they can bring to bear. Like before, they have access to every conceivable vehicle upgrade and standard heavy weapon depending on what role you want them to fill. Think of &#039;em kinda like war walkers that trade off the invuln and the scout move for a couple more wounds and damn near double the speed.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Weapon Options&#039;&#039;&#039;: Your Hornets are equipped with Shuriken Cannons. They may replace the Shuriken Cannons with Hornet Pulse Lasers and/or any other standard heavy weapon.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hornet Pulse Laser&amp;quot;&amp;gt;&lt;br /&gt;
The Hornet&#039;s signature gun. These puppies are now slightly worse than starcannons, running AP-2 instead of AP-3. They&#039;re not by any means a bad gun, but considering that everything they can do the starcannons can do for the exact same price, you may as well run those instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
Your cheapest option. By no means bad, it&#039;s &#039;&#039;generally&#039;&#039; outperformed by the Hornet pulse laser/starcannon against MEQs and scatter lasers&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. Each hornet can fire out 12 of these a turn, on a body more durable than your Windriders. And for 30 points more than two of them, you&#039;re getting double the wounds and are up to T6, meaning anti-infantry weapons will really struggle to put this thing down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
A bit more efficient at dealing with MEQs and TEQs compared to the shuricannon and a decent choice if you&#039;re massing up on them. Double up on &#039;em and one of these guys can fry most of a MSU marine squad on its own just fine.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
An excellent option when it comes to dealing with enemy vehicles. A group of Hornets equipped with Bright Lances can make for a very effective biker/vehicle kill team, though you will feel every shot you miss. Still, unlike some of your other units, these are on platforms sturdy enough to survive at least a round or two of firepower directed their way.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
Flexible and expensive as ever. The AML is what you take when you can&#039;t quite decide what you&#039;re wanting your Vyper to do but want to be prepared regardless. Taking this does slightly undermine the cost effectiveness of this unit, but if you have a bit of scratch left over after building your main force, it doesn&#039;t hurt to consider it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Like most other full-blooded hover tanks, your Hornets have their pick of Vehicle Equipment, so long as their whole unit is kitted out identically.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crystal Targeting Matrix&amp;quot;&amp;gt;&lt;br /&gt;
An upgrade that lets your vehicles ignore hit penalties when shooting. Would&#039;ve been ideal on this last edition when the -1 to hit when moving with heavy weapons applied to all units rather than just infantry.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spirit Stones&amp;quot;&amp;gt;&lt;br /&gt;
Solid pass, the hornet doesn&#039;t have a degrading statline so this is quite literally just a waste of points to take.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Star Engines&amp;quot;&amp;gt;&lt;br /&gt;
Largely unnecessary. Your Hornets won&#039;t generally be wanting for the extra speed; they&#039;re already &#039;&#039;damn&#039;&#039; fast and there&#039;s little that extra 3&amp;quot; of movement would do to make or break how your Hornet performs that turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vectored Engines&amp;quot;&amp;gt;&lt;br /&gt;
Probably the only one you&#039;d like to consider on a hornet, granting them a once per game battle focus move. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===={{W40kKeyword|Aspect Warriors}}====&lt;br /&gt;
&lt;br /&gt;
*[[File:Shining Spears 2022.jpg|200px|right]]&#039;&#039;&#039;[[Shining Spears]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Biker|Aspect Warriors}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Despite the new rides and new, more streamlined helms, your Shining Spears haven&#039;t really changed all that much. They&#039;re still very much a shock unit that does almost all of their good work on the charge and because their strength wanes in turns they didn&#039;t charge, they can quickly lose value if they can&#039;t get in and out of combat. Fortunately, as a {{W40kkeyword|FLY}}ing biker unit, they can breeze over terrain and units alike to get out of dodge. However, your Shining Spears are not reaching their full potential if you aren&#039;t running them as {{W40kkeyword|Saim-Hann}}. Re-rolls to their charges, the ability to charge after falling back and even having access to a stratagem (honestly tailor-made for them) that lets them advance &#039;&#039;and&#039;&#039; charge, you can very easily cause havoc in enemy infantry lines simply by diving rapidly in and out of combat. Just keep in mind that you can&#039;t freely fire off the shooting profile of your Laser Lances while you so rapidly do so, but that won&#039;t be an issue against most of the targets you&#039;ll be facing.&lt;br /&gt;
**&#039;&#039;&#039;Exarch Weapons&#039;&#039;&#039;: Shining Spear Exarchs are armed with a Laser Lance. They may trade it for a Paragon Sabre (why would you) or a Star Lance.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Laser Lance&amp;quot;&amp;gt;A pretty solid weapon, even in the hands of your Exarch. That said, consider bumping up to the Star Lance though, as it&#039;s simply a better Laser Lance.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Paragon Sabre&amp;quot;&amp;gt;If you&#039;d rather trade the immediate power the Laser Lance has on the charge for something slightly more adept for sustained combat, this would be the choice for you. You get one extra attack and can re-roll all hit and wound rolls you make with it. This finally gives it a slight niche over a laser lance, though it&#039;s no more stronger than one and deals less damage per successful wound. One good use of this is in conjunction with the Heart Strike power, allowing MW on a 5+ to wound. &amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Star Lance&amp;quot;&amp;gt;Here we go. A stronger Laser Lance that hits at S8 to give your Exarch a noted punch against heavier vehicles and monsters. Practically mandatory if you&#039;re hunting them, though your other bikers will have a tougher time wounding them.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Twin Shuriken Catapult&amp;quot;&amp;gt;Anti-infantry weapons that can soften up targets prior to charging, though keep in mind that the Shuriken rule can let them punch outside of their class if you get lucky and roll a 6 to wound.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;So the Exarch remembered you can strap other weapons to the bottom of jetbikes. He just didn&#039;t tell the class. A Shuriken Cannon can go a long way in helping off MEQ units more efficiently than the Twin Shuripult does and is able to so from farther away. Just keep in mind that you can&#039;t fire this after advancing.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Exarch Powers&#039;&#039;&#039;:&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Expert Lancers&amp;quot;&amp;gt;Each time a model makes an attack in the turn they charged, add +1 to their hit rolls. A pretty solid pick; Shining Spears are built for the charge. This further rewards playing them correctly.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Heart Strike&amp;quot;&amp;gt;Each time the Exarch makes an unmodified wound roll of a 5+ in melee, they deal 1 mortal wound in addition to all other damage dealt. Not bad, if a bit selfish. Consider something that benefits the whole squad but it&#039;ll also let you do a bit more harm to targets with invulns. Can be a great source of mortal wounds with the Paragon Sabre.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Lightning Attacks&amp;quot;&amp;gt;When the unit consolidates, it can move 6&amp;quot;. A good way to keep up momentum, but you may elect to &#039;&#039;not&#039;&#039; get into engagement range of your next target so that you might properly charge it following a hail of shuripult/cannon and laser lance shots.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*[[File:99810104010 SwoopingHawksNEW 01.webp|200px|right]]&#039;&#039;&#039;[[Swooping Hawks]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Aspect Warriors}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Though the Swooping Hawks missed out on some fancy (and much needed) new duds, they did at least reap the benefits of the (much needed) rework to their statline. First and foremost, their Lasblasters. At first blush, a minor buff from S3 to S4 only really gives these guns something of an edge over fellow GEQ infantry and a slightly easier time wounding MEQ targets. While this is certainly a welcome change, the more important detail is that these guns now automatically wound on a hit roll of a 6, which considering the rate of fire per Lasblaster, is a reasonably common occurrence. The complete and total lack of AP does mean that anything with a good armor save is likely to not really care about this enhanced wounding potency, but against your ideal GEQ targets, you drown foes in a tide of saving throws. One of the better changes to these guys that gives them a bit more maneuverability over their Warp Spider competition is their enhanced Skyleap; instead of making a Battle Focus move, you can straight up remove these guys from the battlefield and replace them anywhere else following Deep Strike rules. Same turn. It now takes borderline willful negligence to allow these Hawks to get tethered down in melee at all.&lt;br /&gt;
**&#039;&#039;&#039;Exarch Weapons&#039;&#039;&#039;: Your Swooping Hawk Exarch is equipped with a Lasblaster. He may trade it for a Hawk&#039;s Talon and can also take a Power Sword.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Lasblaster&amp;quot;&amp;gt;A solid enough gun now, to be sure, but you may as well spend a touch more for the Hawk&#039;s Talon. It&#039;s this, but better in every way.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Hawk&#039;s Talon&amp;quot;&amp;gt;An upscaled Lasblaster, the Hawk&#039;s Talon hits at S5 and has AP-1. It even has the exact same hit-rolls of 6 auto-wound rule. Unless you&#039;re bleeding for points, there&#039;s no reason not to splurge for this.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Aeldari Power Sword&amp;quot;&amp;gt;Hard pass. Swooping Hawks are not built for melee and should not engage in it willingly. If you give this to your Exarch, he stands a reasonable chance at potentially taking down an enemy model or two before he dies, but it almost assuredly won&#039;t be worth the trade. Considering how easy it is for you to keep your guys out of melee (aside lucky counter-deepstrike charges), you can safely give this a pass.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Exarch Powers&#039;&#039;&#039;:&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Rapid Redeployment&amp;quot;&amp;gt;Your Swooping Hawks can fall back and shoot. A reasonably useful perk to have in the (un)likely event your Hawks get engaged in combat, but the spike in price to your Exarch is a bit steep for something you should be actively avoiding in the first place.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Suppressing Fire&amp;quot;&amp;gt;Roll 3d6 for a unit that your Swooping Hawks shot. If the result is greater than their Leadership, they can&#039;t fire Overwatch, Set to Defend, or take any actions, failing any that they were in the middle of doing. Honestly a pretty good power for an Objective-based game; 3d6 dice are reasonably likely to overcome the average Leadership score of the average infantry unit. Being able to disrupt/prevent enemy actions from gaining them VPs can potentially give you an edge in such scenarios. Even without that, being able to shut down overwatch for units like Striking Scorpions or Wraithblades can be quite valuable if you need to get them stuck in.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Winged Evasion&amp;quot;&amp;gt;Ranged attacks taken against this unit have a -1 to hit modifier. As ever, a solid defensive utility for a reasonably squishy and somewhat expensive unit, though you may find much more utility to be had with Suppressing Fire.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*[[File:99810104008 WarpSpidersNEW 01.webp|200px|right]]&#039;&#039;&#039;[[Warp Spiders]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Aspect Warriors}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Sadly passed over in the model refresh (for now), these Warp Spider models are set to enter their 30th year service soon. Fortunately, their model&#039;s decrepit age hasn&#039;t slowed down their performance on the tabletop (thank God). Warp Spiders have become particularly vicious infantry blenders due to the rework to their Death Spinners; ones that will be challenging (and frustrating) for your opponents to pin down. Their trademark Death Spinners have fallen just a bit short of becoming heavy flamers; d6 S6 AP-2 shots per gun with the blast rule means that a squad of Warp Spiders can damn near match if not surpass the consistent firepower laid out by the Swooping Hawks against the right targets. Unlike the Swooping Hawks, they&#039;ll find MEQ targets much easier prey thanks to their higher strength and AP values. Should whatever&#039;s left of the enemy attempt a retaliatory charge, your Warp Spiders have regained the ability to flickerjump a short distance away in lieu of Overwatch, potentially even behind an obscuring piece of terrain. Speaking of, your Warp Spiders care not one whit about terrain; though they move slightly slower than your Swooping Hawks, they can ignore modifiers and terrain altogether when moving. Their variant of Battle Focus further enhances it by allowing them to move 2d6 instead, though double 1s will result in a dead model courtesy of the mortal wound it inflicts. In terms of initial deployment, Warp Spiders retain their ability to Deep Strike and, depending on your loadout, can even re-deepstrike over the course of the battle if you so desire.&lt;br /&gt;
**&#039;&#039;&#039;Exarch Weapons&#039;&#039;&#039;: Your Warp Spider Exarch is equipped with a Death Spinner. He may take a second Death Spinner and can also take a pair of Power Blades.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Death Spinner&amp;quot;&amp;gt;A solid enough gun now, to be sure, but you may as well spend a touch more for two of these.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Two Death Spinners&amp;quot;&amp;gt;It&#039;s what it says on the tin. No reason to not take this. It&#039;s not like you can build the Exarch without them.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Power Blades&amp;quot;&amp;gt;Hard pass. Warp Spiders are not built for melee and should not engage in it willingly, just like Swooping Hawks. All the same, as of now if you wanna give him two death spinners you &#039;&#039;have to&#039;&#039; also take these.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Exarch Powers&#039;&#039;&#039;: Amusingly, Warp Spiders are counted as a melee aspect, meaning these give your exarch +1 attack rather than the boost to their shooting for some reason.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Spider&#039;s Lair&amp;quot;&amp;gt;A once-per-game trap you can set if your Warp Spiders are wholly in a terrain feature at the end of their movement step. Until your next turn, any enemy unit that ends their movement in that terrain (&#039;&#039;any&#039;&#039; movement) takes d3 mortal wounds on a 2+. If you can sneak your Warp Spiders into an enemy bunker and somehow survive, you can potentially flush them out or punish them for sticking in there. However, given it only has one use, you might have better uses for the 15pts this trick costs,&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Surprise Assault&amp;quot;&amp;gt;When your Warp Spiders enter the battlefield from their deepstriking ability for the first time, they get one extra shot with their Deathspinners each. This can be nice if you have a priority target and you need as much burst firepower as you can muster.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Web of Deceit&amp;quot;&amp;gt;A once-per-battle perq that lets your Warp Spiders redeploy via deepstriking rules instead of making a Battle Focus move. Again, quite useful if your Warp Spiders find themselves in a pinch that their Flickerjump ability won&#039;t save them from.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: All Eldar Flyers have special rule called &amp;quot;Supersonic&amp;quot;, which allows them to pivot up to 90° before moving as opposed to after. This is a hard nerf from Wings of Khaine, as if they pivot before moving, they cannot pivot after. It also, despite the name of the rule, doesn&#039;t contribute towards their movement or advance rolls. Whether you pivot before or after moving is generally irrelevant. You can potentially misdirect opponents or peel away before you run into the edge of the battlefield, but since facing isn&#039;t a concern when it comes to firing your weapons, it won&#039;t really affect how you will play with it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Hemlock Wraithfighter-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Hemlock Wraithfighter]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Aircraft&#039;&#039;&lt;br /&gt;
|&#039;&#039;Spirit Host&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Hemlock 02.jpg|200px|left|border]] Your flying psychic jet of death got a slight buff for it&#039;s Heavy D-Scythes, which now shoot a straight d6 shots at S12. Though still a very swingy result, the addition of Blast to this rule can virtually guarantee the death of infantry formations with the sort of cruel efficiency that&#039;ll leave your Crimson Hunters jealous. Because it hits so damn hard, you can also blow holes in every flavor of vehicle known to man (elf?) as well. However, it&#039;s far less consistent than the Crimson Hunter against vehicles in this regard due to the &#039;&#039;immensely&#039;&#039; swingy number of shots and hard limit of D2 per failed save. What&#039;s worse, the Heavy D-Scythes are no longer auto-hitting weapons, so you&#039;ll definitely lose a few of the shots you make to that little nerf. Fortunately, you can still toss out a psychic power each turn for offensive or supporting abilities. Just keep in mind no psychic power you can cast will directly benefit the Hemlock itself anymore, as it is neither a character or core unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Nightwing-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Nightwing]] &amp;lt;sup&amp;gt;Forgeworld&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Aircraft&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:99590104002 ELDARNIGHTWINGFIGHTER3.webp|200px|right|border]] The primary fighter/interceptor of the Asuryani, [[Derp|and a forgeworld exclusive model]]. It&#039;s safe to say that Forgeworld picked the wrong aircraft to mothball. Designed to be another anti-{{W40kkeyword|aircraft}} vehicle, Nightwings get to add 1 to hit strictly when shooting at other aircraft. Considering they&#039;re armed with Twin Shuricannons and Twin Bright Lances, they&#039;re not exactly the best at it, especially compared to the Crimson Hunter (who only needs their targets to have the {{W40kkeyword|fly}} keyword). The Shuricannons do give the Nightwing a bit more of an (ironic) niche against ground-bound infantry compared to the Crimson Hunter, but only against lower armor higher body-count units. Why? Because Crimson Hunters now freely have access to Starcannons, making them better MEQ killers comparatively. With the loss of Wings of Khaine, your Nightwing does have a slight maneuverability advantage due to it&#039;s ability to shift into a hovering state, though that comes with its own set of drawbacks. In general, you&#039;re probably going to prefer taking the Crimson Hunter due to its greater offensive utility and upgrade potential should you choose to invest in it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===={{W40kkeyword|Aspect Warrior}}====&lt;br /&gt;
Like your Heavy Support, you only have one. In this case, it&#039;s pretty much the MVP of your Flyer slot.&lt;br /&gt;
&lt;br /&gt;
*[[File:CrimsonHunter2.jpg|200px|right]]&#039;&#039;&#039;[[Crimson Hunter]]&amp;lt;sup&amp;gt;{{W40kKeywords|Vehicle|Aircraft|Aspect Warriors}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: No longer divided into two separate data sheets, the Crimson Hunter now can be upgraded into being an Exarch by purchasing one of their Exarch Powers. The good news is that you no longer need to run them as an Exarch in order to change their loadouts or really take advantage of their offensive prowess. These guys are still extraordinarily vicious anti-{{W40kkeyword|fly}} units that add 1 to their hit rolls and can re-roll failed wound rolls against anything and everything with the keyword. Even against units that aren&#039;t flying, the pair of Bright Lance and the Pulse Laser can utterly dominate vehicles and monsters with impunity. The Starcannons, when paired with the Pulse Laser, can wipe out a MSU of elite infantry with laughable ease. Keep in mind that the Wings of Khaine rule is gone now, so keep your angles in mind before you dive deep into enemy territory. Unlike every other Aspect Warrior, you don&#039;t have an inbuilt invulnerable save to help keep you safe from retaliatory strikes.&lt;br /&gt;
**&#039;&#039;&#039;Weapon Loadouts&#039;&#039;&#039;: Crimson Hunters are equipped with a Pulse Laser and their choice of either Starcannons or Bright Lances.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Pulse Laser&amp;quot;&amp;gt;Think of it similar to a longer range bright lance crossed with a dragon fusion gun, sorta. S9 with only AP-3, though it&#039;ll deal D3+3 wounds and has two shots rather than one. &amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Bright Lances&amp;quot;&amp;gt;Between the two Bright Lances and two Pulse Laser shots, you will deal a &#039;&#039;minimum&#039;&#039; of 18 damage to a target successfully shot with all these guns, something only the sturdiest of vehicles can hope to shake off.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Starcannons&amp;quot;&amp;gt;If you&#039;d rather focus your efforts on anti-MEQ duties, these are the guns for you. Good as they are, and with the Pulse Laser giving that extra bit of firepower needed to more reliably wipe out entire squads at once, you&#039;re paying a bit of a premium for this particular platform. If you truly need an anti-MEQ plane, consider a Hemlock with its flat D2.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Exarch Powers&#039;&#039;&#039;:&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Eyes of Khaine&amp;quot;&amp;gt;Ranged attacks against units that {{W40kkeyword|fly}} automatically hit. Ignoring hit modifiers entirely to thoroughly say &amp;quot;fuck you&amp;quot; to enemy aircraft can be a very effective means to dominate the skies. Once the skies are yours, you can immediately do the same to any enemy hovertanks or even jump infantry. Keep in mind, the extra 30pts this costs is quite considerable and your Exarch is already quite well-equipped to take down anything flying anyway, with 2+ BS and +1 to hit. &amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Strafing Assault&amp;quot;&amp;gt;Units your Exarch targets do not receive the benefits of cover. A solid power against factions that like to abuse cover, but a touch situational. Virtually useless against the vehicles and aircraft you&#039;ll likely want to prioritize first. Given the high AP of your guns, doesn&#039;t do too much usually.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Swooping Evasion&amp;quot;&amp;gt;Your Exarch gets a 5++. Now it can be like every other Aspect Warrior. Pretty much always worth taking, as you want the durability buff and the 2+ BS.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
Another supremely bloated section for you happens to be your Heavy Support slots. They&#039;re packed with all manner of grav-tanks, Guardian crewed platforms and walkers as well as a psychic Wraith construct. Pick whatever suits your fancy.&lt;br /&gt;
===={{W40kkeyword|Vehicle}}====&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Support Weapons-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Support Weapon Battery|Support Weapons]] &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Eldar Support Weapon.jpg|200px|left|border]] Your cheapest Heavy Support options are not to be underestimated. Support Weapon teams have access to a relatively unique roster of guns that are tailor made to wreck someone&#039;s day from a distance quite alien to a substantial portion of your non-tank roster. Long story short, you take these guys if you still want to hit harder targets fairly hard, but want to save points for one of your other slots. You can still take up to 3 of these guys per unit, though they have lost the ability to split off and act independently.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Heavy Weapon Options&#039;&#039;&#039;: Support Weapons come equipped with a Shadow Weaver. They may exchange it for either a Vibro Cannon or a D-Cannon&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Weaver&amp;quot;&amp;gt;&lt;br /&gt;
Your cheap artillery platform. d6 S6 AP-2 D1 is good for killing GEQ targets and stripping wounds off of MEQ targets, but you&#039;ll want to take a couple of these if you want to genuinely notice whenever they shoot something with it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vibro Cannon&amp;quot;&amp;gt;&lt;br /&gt;
This gun got a lot more potential since the number of shots it got bumped up to d6. In addition, 2 or more Vibro Cannons into the same (non-FLY) targets hit automatically, a third gets plus 1 to wound and each unsaved wound is a dead marine from up to 48&amp;quot; away. Definitely worth a shot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;D-Cannon&amp;quot;&amp;gt;&lt;br /&gt;
The most expensive, but most devastating option. Though your shortest ranged weapon at 24&amp;quot;, you can hit some poor sonovabitch with a d3 S12 AP-4 d3+3 Blast that ignores LoS to thoroughly ruin his day. Unmodified 6&#039;s to wound with this also plant on a MW for good measure. Best reserved for tanks, monsters and titans.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------War Walker-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Eldar War Walker|War Walker]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:War Walker.jpg|200px|right|border]] Your discount standard heavy weapon platforms, War Walkers are the cheapest option available to you for bringing any of the standard heavy weapons to the field in bulk. Because they can be equipped with any two heavy weapons, they are immensely flexible and can perform anything from anti-infantry duties to anti-vehicle duties as well as any mixed combination you desire. They&#039;re also blessed with a respectably durable statline complete with a 5+ invulnerable save in case your opponent brought some anti-vehicle weapons of their own. Keep in mind, though a walker, this thing is basically helpless in melee so try to keep a tasteful distance from the mon&#039;keigh you&#039;re gunning down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Heavy Weapon Options&#039;&#039;&#039;: War Walkers are equipped with two Shuriken Cannons by default, but are free to mix and match them with any other standard Heavy Weapon.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot; Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
When you want to keep it dirt cheap or expect a mix of GEQ/MEQ targets, you can&#039;t go wrong with these. Not much to say about them that hasn&#039;t already been said.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
A War Walker equipped with two of these can make for a rather frighteningly cost effective GEQ killer, not even mentioning if you took more than one such equipped War Walker. If you take a full unit of War Walkers, consider having at least one equipped with bright lances (or pair a scatter laser with a bright lance per walker) in case your opponent brought some vehicles to contest yours.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
Two starcannons can easily decimate MEQ/TEQ units, but you&#039;ll likely want at least four spread out across two-to-three other War Walkers to ensure the complete death of a MEQ unit in case a shot or two missed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
Your {{W40Kkeyword|Monster/Vehicle}} killer, wonderfully effective if dual-wielded. One or two War Walkers with bright lances can safely erase enemy monsters or vehicles quite handily, assuming their shots landed true. Consider bringing another one with shuricannons/scatter lasers to help balance the unit against infantry.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
A flexible option for flexible chicken walkers. The flexibility is extraordinarily useful, but these things dramatically spike the price of your War Walkers, which may somewhat undermine the point of bringing them. That said, ultimately a War Walker with two of these is still cheaper than a Wraithlord or Wave Serpent with two of these.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Falcon-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Falcon]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|&#039;&#039;Transport&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Falcon 1.jpg|200px|left|border]] The classic Falcon continues to serve as a jack-of-all-trades tank capable of carting a family of six to and from glorious battle or just firing its array of weaponry at whatever type of target you equipped it to handle. Each Falcon is equipped specifically with a Pulse Laser that is best suited against more elite targets due to its multi-damage profile and high strength. As ever, you can pair the falcon with one heavy weapon of your choice. To this end, you can double down on the Pulse Laser&#039;s anti-{{w40kkeyword|vehicle}}/{{w40kkeyword|monster}} specialty or you can equip it with something more tailored towards infantry to ensure it can do a little of everything. Just keep in mind that if you do equip it with something like a shuricannon or scatter laser that it&#039;s going to generally struggle to off any one type of target on it&#039;s own in as little as one turn. Fortunately, that&#039;s where the transport capacity can come in handy; whatever the Falcon may have struggled to kill the Aspects embarked inside may very well be able to finish off. As far as comparisons go, when held up to it&#039;s Wave Serpent cousin, the Falcon is the discount, offensive option while the Wave Serpent functions as the defensive premium version. Unfortunately, Falcons are in a rather hotly contested unit category with the likes of Support Platforms and Fire Prisms while the Wave Serpent sits comfortably in it&#039;s own dedicated slot. If your focus is heavy in Aspect Warriors like Fire Dragons or Howling Banshees, a Falcon can do the job while functioning like a Great Value Fire Prism. If you plan on maxing out those Aspect Warrior squads or plan on going heavy with your vehicles, you may consider splurging for the Wave Serpent instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Heavy Weapon Options&#039;&#039;&#039;: Your Falcon comes equipped with a chin mounted Twin Shuriken Catapult as well as a turret-mounted Pulse Laser and a Shuriken Cannon. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon while the Shuriken Cannon on the turret can be swapped for a Scatter Laser, Starcannon, Bright Lance or Aeldari Missile Launcher.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot; Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
When you&#039;re just looking for the cheapest transport you can field, this is it. If you upgrade the underslung shuripults to a cannon as well, you can get a solid amount of work done between the two of them as well as the pulse laser.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
The increase from 4 to 6 shots per scatter laser did wonders for this gun. Paired with the underslung shuripults/cannon, this can put out a respectable amount of anti-infantry firepower while still being a threat to bigger targets courtesy of the pulse laser. Consider this loadout if you plan on dumping Fire Dragons out of the Falcon to help cover their weakness against hordes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
Normally, one starcannon tends to be a bit underwhelming these days, especially with the shuricannon providing some not-so-friendly competition at the MEQ killing role. Fortunately, the pulse laser is functionally an upgraded starcannon and pairs quite well with it when it comes to killing MEQ/TEQ targets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
Your {{W40Kkeyword|Monster/Vehicle}} killer and the ideal partner for the pulse laser for the job. This pairing gets slightly more done than the Wave Serpent&#039;s twin bright lance and is cheaper to boot, so consider this setup if you don&#039;t quite have the funds for a Fire Prism.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
A flexible option for flexible transports. This pairs reasonably well with the Pulse Laser and can be used in conjunction with the underslung shuripults/cannon if you fear you&#039;ll be swamped with enemies, though the scatter laser will be the more ideal companion for that. Still, flexibility to adapt is it&#039;s own reward.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Your Falcons are eligible for all the vehicle upgrades available to you and honestly, they&#039;re all really good for them. If you&#039;re looking to get the absolute most out of your transport, consider purchasing at least one of these. Keep in mind though, these can really pump up your point costs.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crystal Targeting Matrix&amp;quot;&amp;gt;&lt;br /&gt;
Turn your vehicle&#039;s weapons from Heavy to Assault when it advances. A very solid choice on your Falcon, especially if it&#039;s doubling as a transport. Spending a couple points to allow it to shoot (albeit at a reduced accuracy) while it speeds about so isn&#039;t a bad investment at all.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spirit Stones&amp;quot;&amp;gt;&lt;br /&gt;
Probably the best pick for your Falcon. It lacks the protections of the Wave Serpent, so any extra layer of defense helps when it comes to keeping this thing on the field.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Star Engines&amp;quot;&amp;gt;&lt;br /&gt;
Though they aren&#039;t dedicated transports like their hardier cousins, Falcons are still fully able to act like one. If loading dudes up in this is part of your gameplan, consider upgrading the Falcon with this to get it&#039;s passengers where they need to be as quickly as possible.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vectored Engines&amp;quot;&amp;gt;&lt;br /&gt;
Another durability upgrade, which also stacks very nicely with Spirit Stones, CTM and the Star Engines. A -1 to-hit modifier can help save your Falcon&#039;s bacon from the rogue lascannon or railgun shot while you&#039;re zipping up the field.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Fire Prism-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Fire Prism]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Fire Prism.jpg|200px|right|border]] The Grav-Tank with the big gun. The Lance mode on its Prism Cannon is the highest-stat weapon in the conventional Eldar arsenal. The Focused mode (Heavy 2 S14 AP-5 D3d3) is what you take to obliterate tanks and knights, and the Dispersed mode (Heavy 3d3 S6 AP-2 D2 with Blast) is great against MEQ and lower. With the removal of the &amp;quot;double-tap if you move less than half your total movement&amp;quot; rule, you are free to reposition your Fire Prism as much as you&#039;d like without sacrificing volume of fire. Honestly, the Fire Prism is now your go-to Heavy Support when you&#039;re expecting anything around T7/T8; the reworked &#039;&#039;&#039;Linked Fire&#039;&#039;&#039; stratagem, though requiring your Fire Prisms to be in much closer proximity to each other, allows them all to dump their collective firepower into a single target. Unlike the prior version of this stratagem, which gave hit/wound re-rolls, it now allows all those shots to ignore invulnerable saves. This makes Fire Prisms extremely useful Titan-Be-Gone tools and general all-around murder machines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Heavy Weapon Options&#039;&#039;&#039;: Your Fire Prism comes equipped with a chin mounted Twin Shuriken Catapult as well as the turret-mounted Prism Cannon. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Your Falcons are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crystal Targeting Matrix&amp;quot;&amp;gt;&lt;br /&gt;
Now that your Fire Prism can move and shoot without penalty, this upgrade is largely unnecessary. Yes, you can use it if you see yourself advancing the Fire Prism, but with the 60&amp;quot; range on the Prism Cannon, it doesn&#039;t really seem worth investing in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Soul Stones&amp;quot;&amp;gt;&lt;br /&gt;
Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you&#039;re bringing Fire Prisms.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Star Engines&amp;quot;&amp;gt;&lt;br /&gt;
A fairly useless upgrade for your Fire Prism. With a range of 60&amp;quot; on their main gun, Fire Prisms will very rarely be wanting for the extra possible mobility these provide. If you do take this, bringing a CTM is a &#039;&#039;must&#039;&#039;, since it&#039;ll allow you to fire the prism cannon even after advancing.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vectored Engines&amp;quot;&amp;gt;&lt;br /&gt;
These can be &#039;&#039;potentially&#039;&#039; handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Fire Prisms under any other circumstance.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Night Spinner-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Night Spinner]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Night Spinner.jpg|200px|left|border]] Your anti-GEQ/MEQ artillery tank. The Doomweaver received a slight buff, gaining a consistent AP-2 to better deal with armored targets, but is otherwise virtually identical to how it behaved before; launching 2d6 S7 D2 shots at anything within 48&amp;quot;, LoS be damned. There&#039;s precious little to say about it; it faces competition from the Support Platform Shadow Weaver as a cheaper artillery piece against GEQ targets. It is notably more efficient against MEQ targets and can even slice through lighter vehicles and tanks for some respectable damage, but is considerably outclassed in this regard by the Fire Prism. Still, it&#039;s ability to ignore LoS can be quite valuable in the right battlefield.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Heavy Weapon Options&#039;&#039;&#039;: Your Night Spinner comes equipped with a chin mounted Twin Shuriken Catapult as well as the turret-mounted Doomweaver. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Your Night Spinners are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crystal Targeting Matrix&amp;quot;&amp;gt;&lt;br /&gt;
Now that your Night Spinner can move and shoot without penalty, this upgrade is largely unnecessary. Yes, you can use it if you see yourself advancing the Night Spinner, but with the 48&amp;quot; range on the Doomweaver and the ability to ignore LoS, it doesn&#039;t really seem worth investing in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Soul Stones&amp;quot;&amp;gt;&lt;br /&gt;
Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you&#039;re bringing Night Spinners.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Star Engines&amp;quot;&amp;gt;&lt;br /&gt;
A fairly useless upgrade for your Night Spinner. With a range of 48&amp;quot; on their main gun and the ability to ignore LoS, you&#039;ll very rarely be wanting for the extra possible mobility these provide. Hard pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vectored Engines&amp;quot;&amp;gt;&lt;br /&gt;
These can be &#039;&#039;potentially&#039;&#039; handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Night Spinners under any other circumstance.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Warp Hunter-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Warp Hunter]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Eldarwarphunter.jpg|200px|right|border]] A niche alternative to the Fire Prism, the Warp Hunter honestly struggles to justify it&#039;s rather steep point cost. It&#039;s main weapon, the D-Flail, can either shoot a 24&amp;quot; Heavy d3 S12 AP-4 Dd3+3 Blast shot that ignores LoS or it can fire a 12&amp;quot; Heavy 3 S12 AP-4 Dd6 profile that automatically hits the target. Compared to the Fire Prism, which is considerably stronger than it for a substantial discount... it&#039;s very hard justifying the price tag to bring one of these. The only thing this tank has over the Fire Prism is that it can ignore LoS, which to be honest, isn&#039;t worth the dramatic fall off in damage you&#039;re trading off for the Warp Hunter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Heavy Weapon Options&#039;&#039;&#039;: Your Warp Hunter comes equipped with a chin mounted Twin Shuriken Catapult as well as a D-Flail. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Your Warp Hunters are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crystal Targeting Matrix&amp;quot;&amp;gt;&lt;br /&gt;
Now that your Warp Hunter can move and shoot without penalty, this upgrade is somewhat unnecessary. However, with how limited the range is on the main gun, you may consider having the option open.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Soul Stones&amp;quot;&amp;gt;&lt;br /&gt;
Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you&#039;re bringing Warp Hunters.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Star Engines&amp;quot;&amp;gt;&lt;br /&gt;
A fairly useless upgrade for your Warp Hunter. Hard pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vectored Engines&amp;quot;&amp;gt;&lt;br /&gt;
These can be &#039;&#039;potentially&#039;&#039; handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. It&#039;s a bit pricey, but if you grab this and the CTM, you can fire the Rift profile of your D-Flail without worrying about potential accuracy drops.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Lynx-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Lynx]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:EldarLynx.jpg|200px|left|border]] When you want a super-heavy tank, but don&#039;t want to pay super-heavy prices or take up super-heavy slots. The Lynx puts out a delightfully consistent 6 S9 AP-4 D3 shots that can burn a hole in most other vehicles or wipe out any 5-man infantry squad, be they GEQ, MEQ or TEQ. It is now somewhat outclassed by the Fire Prism in terms of raw power, though the Lynx is a sight more durable thanks to it&#039;s greater wound total covered by a 5++ distortion field invulnerable save.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Heavy Weapon Options&#039;&#039;&#039;: Your Lynx comes equipped with Lynx Pulsar and a Shuriken Cannon. The Shuriken Cannon may be exchanged for any standard heavy weapon.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot; Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
When you&#039;re just looking for the cheapest Lynx you can field, this is it. It&#039;s reasonably effective at killing GEQ/MEQ, but you may consider getting a scatter laser or starcannon for consistency.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
6 high powered multi-damage shots paired with 6 medium powered single-damage shots can to terrible things to any 6-10 man squad of infantry. Alternatively, it gives the Lynx the flexibility to focus the Lynx pulsar on a priority tank or monster while contributing some firepower towards a random infantry squad you don&#039;t really care for.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
Normally, one starcannon tends to be a bit underwhelming these days, especially with the shuricannon providing some not-so-friendly competition at the MEQ killing role. However, the multi-damage and consistent AP-3 lets this pair reasonably well with the Lynx pulsar if you&#039;re trying to kill as many marines as you can in a single shooting phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
Your {{W40Kkeyword|Monster/Vehicle}} killer and a good partner for the Lynx pulsar if you &#039;&#039;really&#039;&#039; hate that enemy vehicle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
A flexible option, but honestly not that ideal for a Lynx. You&#039;re already getting a solid rate of fire for a high damage weapon on the main gun, so a bright lance would be better for anti-vehicle/monster consistency. The d6 blast profile is blatantly inferior to the scatter laser, especially when the pulsar itself has a solid 6 shots of it&#039;s own.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Your Lynx tanks are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crystal Targeting Matrix&amp;quot;&amp;gt;&lt;br /&gt;
Turn your vehicle&#039;s weapons from Heavy to Assault when it advances. A reasonable choice, but your main gun has a range of 48&amp;quot;. Advancing is rarely going to be needed to get into range of something important to your opponent.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spirit Stones&amp;quot;&amp;gt;&lt;br /&gt;
A solid investment for your not-so-super-heavy tank to keep it around as long as possible.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Star Engines&amp;quot;&amp;gt;&lt;br /&gt;
You can give this a solid pass; if you need to advance, you already get to move a solid 12&amp;quot; due to the Speed of Vaul rule this thing has.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vectored Engines&amp;quot;&amp;gt;&lt;br /&gt;
Another durability upgrade, which also stacks very nicely with Spirit Stones and CTM. Your Lynx is already pretty pricey, spending a touch more to maximize it&#039;s durability isn&#039;t a bad call. Just keep in mind you need to advance to get the benefits, which reduces your offensive capabilities.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===={{W40kkeyword|Aspect Warrior}}====&lt;br /&gt;
*[[File:DarkReapers2022.jpeg|200px|right]]&#039;&#039;&#039;[[Dark Reapers]]&amp;lt;sup&amp;gt;{{W40kKeywords|Core|Infantry|Aspect Warriors}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Despite your long-range Aspects of Death stomping into the scene with a fresh new look, they continue to do what they&#039;ve always done best; blowing shit up from across the battlefield with impunity. Their Reaper Launchers are unchanged and due to this, Dark Reapers are experts at killing MEQ, TEQ and DEQ targets with their high strength and consistent, multi-damage profiles. There have been a few changes that have generally nerfed the Dark Reapers from their former glory that should be addressed, however. First and most importantly, they have lost their &amp;quot;always hit on a 3+&amp;quot; ability and do &#039;&#039;not&#039;&#039; have Battle Focus. This means that you&#039;re going to want to find a very safe place to plant your Reapers because you do &#039;&#039;not&#039;&#039; want them to move unless absolutely necessary. Also, if you move them into a position where they&#039;re going to be exposed, you won&#039;t have any means to duck them back behind cover. Second, each squad can have no more or less than 5 models, so if you were looking to park a squad of 10 in the back field, you&#039;re going to need another unit slot for that. Fortunately, at least your Dark Reapers can ignore Dense Cover when shooting at targets so they do have that going for them still.&lt;br /&gt;
**&#039;&#039;&#039;Exarch Weapons&#039;&#039;&#039;:&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Reaper Launcher&amp;quot;&amp;gt;The go-to default is still a fantastic choice for a bare-bones Dark Reaper Exarch. Considering your other &amp;quot;free&amp;quot; choice is the shuricannon, you&#039;ll want to keep this if you&#039;re looking to go as cheap as possible.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;Basically a hybrid Reaper Launcher/Tempest Launcher for Exarchs not quite sure what to expect. The higher single-shot damage ceiling can come in handy against harder targets, but there&#039;s something to be said for the consistency offered by the Reaper Launcher. The d6 S4 Blast shots can give it more of an impact against weaker infantry, but the Tempest is far more efficient at it and can even ignore LoS.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;When you want your Exarch to pretend he&#039;s Maugan Ra, you can give him this. But, since Maugan Ra silenced the dude who made his Maugetar, your Exarch is just going to have to imagine that he&#039;s causing the level of carnage his Phoenix Lord is able to dole out because let&#039;s be real. The only place he&#039;ll actually accomplish anything with a shuricannon is in his dreams.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Tempest Launcher&amp;quot;&amp;gt;Despite the addition of a third &amp;quot;barrel&amp;quot; in the new model, the Tempest Launcher still only fires 2d6 blast shots. Suffice to say, it&#039;s still an excellent horde clearing tool and being able to ignore LoS and dense cover can make it a pretty effective tool for dealing with enemies encamped inside terrain features.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Exarch Powers&#039;&#039;&#039;: Like Maugan Ra, your Dark Reaper Exarch is largely self-centered when it comes to his skill selection. Fortunately, he does have one perk that benefits the whole squad.&lt;br /&gt;
**:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Bringer of Death&amp;quot;&amp;gt;The Exarch gets one extra shot with his Reaper Launcher or shuricannon. Alternatively, he can completely ignore cover with his AML or Tempest Launcher. The extra shot with the Reaper Launcher is particularly nice when you&#039;re looking for sheer damage output. Completely ignoring cover for the Tempest Launcher is also quite handy, though keep in mind that your Dark Reapers already ignore dense cover.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Focused Fire&amp;quot;&amp;gt;Your Exarch adds 1 to his ranged wound rolls. A pretty nice way to give yourself better odds at getting through T8 targets, though you may consider just getting a Doom Farseer to benefit the whole squad instead (they&#039;ll stack, but with diminishing returns).&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Reaper&#039;s Reach&amp;quot;&amp;gt;Your squad can move and shoot without penalty. The only power that benefits the &#039;&#039;whole&#039;&#039; squad, not just your Exarch. With the range these guys tend to have, moving and shooting isn&#039;t strictly necessary, but it&#039;s much appreciated for when the need potentially arises. If you had to pick one, go with this perk.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===={{W40kkeyword|Spirit Host}}====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Wraithseer-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Wraithseer]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Monster&#039;&#039;&lt;br /&gt;
|&#039;&#039;Spirit Host&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:99590104063 EldarWaithseer01.webp|200px|left|border]] Wraithseers have seen a lot of ups and downs over the past edition and a half. Dropping from an HQ choice to your rather crowded Heavy Support options while losing the {{W40kkeyword|Character}} keyword didn&#039;t do it any favors, but the downgrade from 12 to 9 wounds at least means its statline no longer degrades with damage. Its former direct competition, the Wraithlord, became a melee juggernaut in no small part due to the multiple profiles afforded to its ghostglaive that sadly still elude your Ghost Spear. Additionally, Wraithlords pack a lot more heat with their two wrist-mounted guns and being able to wield not one but &#039;&#039;two&#039;&#039; heavy weapons on top of that. If that wasn&#039;t enough, Wraithlords also became {{W40kkeyword|Core}}, meaning they can benefit from every psychic power in the book while the Wraithseer can&#039;t. Lastly, the recent LoS changes regarding weapons that ignore them (D-Cannons) gimps an otherwise unique niche that the Wraithseer held over it&#039;s martial kin. Well... at least Wraithlords are Elites now and aren&#039;t directly competing for slot-space anymore.&lt;br /&gt;
&lt;br /&gt;
To this end, what does a Wraithseer bring to the table that a Wraithlord doesn&#039;t? Well, this eldritch statue might not be able to directly benefit from psychic powers, but it can cast a Rune of Battle on/for its allies. It can also cast Smite, which when paired with its D-Cannon, does give it considerable opportunities to land Mortal Wounds on harder single targets compared to what a Wraithlord can muster. Though it lacks the attack output the Wraithlord can dish out against swarms, it is by no means unable to handle itself in a fight and is just as tanky to boot. The ability to shoot its D-Cannon while ignoring LoS-blocking terrain, while gimped, can still come in handy in flushing out key units from cover if needed. All in all, the Wraithseer is still a powerful and potent unit that can get some solid work in for you, though you may wish to consider taking more traditional heavy hitters if you&#039;re just looking to hit/shoot something really damn hard.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Weapon Loadout Options:&#039;&#039;&#039; Though the complimentary ghostspear is quite good for dealing with anyone who strays too close, the Wraithseer&#039;s ranged arsenal is actually quite varied and can be tailored to help shore up areas of your army that may be lacking. That said, one of these guns in particular stands out among the others for obvious reasons.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;D-Cannon&amp;quot;&amp;gt;&lt;br /&gt;
This is the Wraithseer&#039;s pride and joy, though this puppy is staggeringly expensive. Though it&#039;s nearly half again the price of the Wraithseer itself, the D-cannon can easily take advantage of its ability to ignore line of sight to tear tanks, monsters and superheavies a new asshole. The variable d3 shots also gained the blast rule, letting it actually chunk portions of infantry more reliably than before.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
A decent option when you want to kill infantry of any flavor. If you&#039;re otherwise running your Wraithseer barebones, you may as well take this, though you should really just get the damn D-Cannon.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
Probably the most acceptable choice of the standard selection, the scatter laser offers just a touch more in the dakka department than the shuricannon does at half again the range. If you must take the cheapest possible Wraithseer, consider at least giving it this to make sure it can still do something at range.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
A good MEQ/TEQ killer at a reasonable price, the starcannon can soften up a smaller unit of infantry just enough that a followup charge can easily clear it out. That said, a single starcannon often doesn&#039;t provide enough ranged pressure on its own to be worth taking on your Wraithseer.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
Bright lances are normally a pretty good choice for dealing with enemy tanks or monsters, and that much is still true here. Only the melee ghostspear hits up to four times per turn at a higher strength with extra bonuses against enemy vehicles and is free to boot. Compared to your other ranged options, the bright lance might seem like a decent option if you want to shave off a few points, but it just does so much worse comparatively that you may as well just skip it entirely.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
The AML provides both anti GEQ/MEQ support in addition to its anti tank/monster role, so it&#039;s a decent option. The variable number of shots does make it a bit worse than the scatter laser or even shuricannon if you explicitly intend on using it for anti infantry, though the new blast rule does make it substantially more useful when targeting blobs here and there.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
With the current rules behind taking a Super-Heavy Detachment or a Super Heavy Auxiliary Detachment in place, taking any one of these options is impractical at best. If you want a single Wraithknight or Super-Heavy tank, you can drop 3CP for exactly one of the following options, [[FAIL|but then they don&#039;t get to benefit from any detachment attributes, like Iyanden&#039;s damage table modifier]]. Alternatively, if you&#039;re simply &#039;&#039;stacked&#039;&#039; with points and CP (hint, you&#039;re not), you can take the Super-Heavy Detachment for 6CP and take between 3-5 of the following units and actually have them benefit from detachment traits. Even in situations where the heavy firepower of a Wraithknight or Cobra might seem tempting, it cannot be overstated how much more efficient it is to simply take a squad of Wraithguard in a Wave Serpent or throw down a couple D-Cannon Support Platforms. If you&#039;re not worried about being competitively viable or just want to play a &amp;quot;friendly&amp;quot; game with the big boys, go nuts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Wraithknight-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Wraithknight]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Titanic&#039;&#039;&lt;br /&gt;
|&#039;&#039;Spirit Host&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:WraithknightwithoutGuardian.jpeg|200px|right|border]] Wraithknights have, for the most part, languished in obscurity ever since the close of 7th edition. This is because, despite how durable these guys are (the most durable they&#039;ve ever been with a new 5++ invulnerable save and -1D to multi-damage weapons), they are grossly impractical to field. Though recent changes to the CP tax to the Axillary Super-Heavy Detachment have improved your stratagem flexibility, the jaw-dropping point cost for this behemoth still makes it a tough sell. Yes, each of it&#039;s weapons can deal titanic death to anything you point it at. But, arguably, you can get the same or similar results from units substantially lighter on the points. Twin Wraithcannons will utterly eviscerate enemy vehicles, but two Fire Prisms can do the exact same for about the same price. Plus, they are substantially easier to hide out of LoS. Still, if you want to field one (to be fair, it is a cool model), just make sure you take whatever precautions you can to support it. Which, admittedly, isn&#039;t much; changes to most of your psychic powers have dramatically restricted the direct support your Wraithknight can receive. No longer good in melee unless you take Ghostglaive. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Weapon Loadouts&#039;&#039;&#039;: Wraithknights are equipped with a Titanic Ghostglaive and a Scattershield. The Ghostglaive can be replaced by a Suncannon or Heavy Wraithcannon, and the Scattershield can be replaced with a Heavy Wraithcannon. They can also take two Shuriken Cannons, Scatter Lasers, or Starcannons on their shoulders. &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
Shuricannons are a good middle ground option, able to take on any non-vehicle threat reasonably well, but suffer compared to the Scatter Laser and Starcannons at their specialized roles. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
The Scatter Laser is the best anti-horde choice you can pair with your Wraithknight. Two of these can help alleviate the low shot volume the double Heavy Wraithcannons suffer from and can still contribute towards harder targets for the lucky chip damage here and there. It&#039;s also your cheapest choice, so stick with it as the default if you&#039;re short on points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
A good premium option that pairs very nicely with the Suncannon for rather obvious reasons. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Double Heavy Wraithcannons&amp;quot;&amp;gt;&lt;br /&gt;
A go to long-range vehicle/monster wrecker now each one is an Assault d3 S16 AP-4 d3+6 dmg with an extra d3 mortal wounds on a wound roll of 6, which will punch through most armor saves and wound basically everything in the game on a 2+. Though expensive, these are powerful. Make sure you keep them away from melee; even though they can fallback and shoot, only 5 attacks hitting on 3s wont exactly scare off your opponent&#039;s melee heavy hitters. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heavy Wraithcannon and Suncannon&amp;quot;&amp;gt;&lt;br /&gt;
A bit of the best of both weapon worlds at the cost of your Scattershield. Unlike with Fire Prisms, you will always have to deal with enemy invuln saves, and while both weapons are Blast, when attacking big stuff or small groups, you&#039;re still liable to roll crap for number of attacks. Hope you have a few Strands of Fate Saving Throw dice queued up; you&#039;ll need &#039;em. With a bit of luck (or Strands of Fate), you&#039;ll roll through TEQ and most vehicles. As with the other ranged only loadouts, try to avoid enemy melee units, as stomps are not what they used to be. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suncannon and Scattershield&amp;quot;&amp;gt;&lt;br /&gt;
Still a viable TEQ killer now Heavy 2d6 S8 AP-3 D3 with Blast. A bit more survivable with a scattershield but quite a bit weaker with variable shots and still forced to roll to hit after. But if you look closely you&#039;ll see it&#039;s actually Avenger knight minigun, but it&#039;s not Heavy 12. Avoid this loadout, as it has mediocre ranged and melee damage. Your opponent can safely ignore this all game and mop up the rest of your army at their leisure since you&#039;re down 450 points. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Titanic Ghostglaive and Scattershield&amp;quot;&amp;gt;&lt;br /&gt;
Now the cheapest variant, giving you either a Knight-fighting S+6 AP-4 D6 or tripling your attacks ad S:User AP-3 D2 so you can eradicate anything below Terminators. If you&#039;re expecting the enemy titans to be CQC oriented, it may be in your better interest to take the Wraithcannon loadout. What this loadout does work well for is as a huge distraction for the enemy. They won&#039;t want to ignore it, as it will shred everything in melee, but at T8 with a 4++ invulnerable save and -1 damage received, it won&#039;t be easy to kill. Take advantage of the distraction to get your fragile elves into position. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Titanic Ghostglaive and Heavy Wraithcannon&amp;quot;&amp;gt;&lt;br /&gt;
The most well-rounded of the loadouts, this sacrifices the 4++ invuln of the Scattershield to give you a real shooting threat. You still have the default 5++, so this isn&#039;t a huge loss in durability in exchange for the ability to pick and choose one thing to fucking explode at range per turn. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Skathach Wraithknight----------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Wraithknight|Skathach Wraithknight]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Titanic&#039;&#039;&lt;br /&gt;
|&#039;&#039;Spirit Host&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Scathach-Wraithknight.jpeg|200px|left|border]] A Wraithknight+, Skathach Wraithknights are identical in statline to their vanilla kin save for two key differences. The first major change, simply enough, is their primary weapon loadout options. With the ability to mix and match both of it&#039;s unique guns with each other or the Scattershield, the SWK has the most flexible playstyle of your titanic units. Additionally, with all of its primary weapons having a minimum of d6 shots, the SWK is much better suited to clearing out infantry in any loadout than the standard WK is (with the potential exception of the Suncannon). The second major difference, and debatably the selling point of the Skathach, is it&#039;s ability to freely deepstrike. With its webway shunt generators, the SWK can remain safely in reserves and pop onto the table at your whim (following the typical deepstrike rules, of course). Additionally, at the start of any movement phase, you may have it re-enter your reserves so long as it&#039;s not in combat. From there, it is free to re-deepstrike as you see fit. The only major issue you&#039;ll need to keep in mind is that if you have it leave the battlefield this way and the game ends before it can return to the battlefield, it&#039;s considered slain.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Weapon Loadouts&#039;&#039;&#039;: Skathach Wraithknights are equipped with two Shuriken Cannons and Deathshroud Cannons. They may trade their Shuriken Cannons for Starcannons or Scatter Lasers. They may exchange one or both of their Deathshroud Cannons for Inferno Lances. Skathach Wraithknights may also exchange a Deathshroud Cannon or Inferno Lance for a Scatter Shield.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
Shuricannons are a legitimate waste of a slot here. Skathach Wraithknights don&#039;t suffer hit penalties for moving and shooting heavy weapons, so the one advantage the Shuricannon has over the other heavy weapons is rendered moot. Skip this one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
The Scatter Laser is the best anti-horde choice you can pair with your Skathach Wraithknight. Pair these with your Deathshroud Cannons to erase blobs indiscriminately. Stick with it as the default if you&#039;re short on points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
A good premium option. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Deathshroud Cannon&amp;quot;&amp;gt;&lt;br /&gt;
Anti-infantry cannons that&#039;d make a Warp Spider Exarch weep with envy... even if he&#039;s the only one envious of the things. A Blast weapon with two profiles (Focused; 48&amp;quot; d6 S8 AP-2 D2 or Dispersed; 12&amp;quot; 2d6 S7 AP0 D1 Auto-Hitting), the Deathshroud Cannon gains the same juicy AP-4 per wound roll of a 5 (regardless of profile) in a manner similar to the smaller deathspinners Warp Spiders use. While the addition of Blast gives these guns a bit of heft against larger squad sizes, 55pts for a very temperamental (2)d6 shots doesn&#039;t inspire much confidence when the purpose of these man-mulchers is to pulp infantry wholesale. Sure, an unsaved Focused shot will murder any standard Marine (unless they&#039;re in Gravis armor), but that won&#039;t exactly feel like an accomplishment when that was the &#039;&#039;only&#039;&#039; Marine you managed to kill and the remainder of the squad unloads their Lascannons or Multi-Meltas into you. Having said that, these guns, particularly if used in the dispersed mode, can do serious work against most infantry or horde-inclined factions like the Imperial Guard or Orks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Inferno Lance&amp;quot;&amp;gt;&lt;br /&gt;
A rapidly firing (in theory) fusion gun, the Inferno Lance feels a bit... underwhelming for a titanic melta weapon. While it thankfully received the d6+2 half-range damage buff most melta weapons received, it is still only hitting targets at a very standard S8 AP-4 with a variable d6 shots per lance. So long as you&#039;re at least reasonably lucky, it can put out a lot of damage against vehicles and can even be used to reasonable effect against MEQ/TEQ squads. However, the inconsistency of the d6 shots can and very likely will leave you high and dry at the worst possible time. If you&#039;re simply looking for a competitive anti-vehicle/monster unit, consider just sticking with Fire Dragons, Wraithguard, Dark Reapers or even D-Cannon Support Weapons. These options will attract &#039;&#039;considerably&#039;&#039; less attention than a foot-tall titan dominating the tabletop, will be substantially easier to tuck out of LoS or in cover and are pennies to the proverbial dollar you&#039;re spending to field this thing. Granted, you&#039;re likely not thinking about competitive viability when you&#039;re looking to bring a Lord of War, so if you have it and want to use it, go nuts.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scattershield&amp;quot;&amp;gt;&lt;br /&gt;
The option to make your overcosted titan less so, this will give the SWK a 5++ at the cost of one of its other unique cannons. Honestly the best choice since it&#039;ll help stretch those 12 wounds that keep your Wraithknight remotely effective while giving you 40+ points to spend on more infantry or upgrades for other, more cost-effective vehicles you may be fielding with it. A Deathshroud+Scattershield SWK is the cheapest loadout available if you&#039;re looking to pinch pennies.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Scorpion-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Scorpion]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Titanic&#039;&#039;&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Scorpion.jpg|200px|right|border]] Your first super-heavy grav-tank and the best one suited for all-around murder. Twin Scorpion Pulsars have a high enough rate of fire to wipe out squads of infantry wholesale and hit hard and deep enough to blow through most enemy vehicles. Super heavy vehicles as well. Unfortunately, two major things hold it back. First, is its limited firepower. Aside the complimentary heavy weapon, your Scorpion can shoot exactly one target a turn. It&#039;ll damn likely &#039;&#039;kill&#039;&#039; that target, but that&#039;s basically all it&#039;ll do for the turn. Considering the... considerable point investment you made to field one of these, it might not be the most economic option worth considering. If your opponent went vehicle heavy or invested a lot in more elite units, the Scorpion may well earn it&#039;s points back, but that&#039;s a mighty &#039;&#039;if&#039;&#039; that&#039;s really dependent on elements well outside your control. The second issue is, while this tank is exceptionally durable, it&#039;s going to be a [[DISTRACTION CARNIFEX|fire magnet]]. If your opponent is packing some serious heat of their own on more cost efficient platforms, you&#039;re going to need to pray you get first turn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Heavy Weapon Options&#039;&#039;&#039;: Your Scorpion comes equipped with a Twin Scorpion Pulsar and a Shuriken Cannon. The Shuriken Cannon can be exchanged for any standard Heavy Weapon if you so wish.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
Shuricannons are the default option and the only one that will work if you need to advance your Scorpion and didn&#039;t spring for the CTM for some reason. It is a... decent choice that has the potential to rend, but the inconsistency of it isn&#039;t really worth taking over the scatter laser. Never mind that you don&#039;t really want to actually put yourself even closer into harm&#039;s way to use its pitiful range.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
The Scatter Laser is tied with the Shuriken Cannon for being the cheapest choice, costing you nothing and probably is the better budget option out of the two for this tank. Suffers from the same problem as the Shuriken Cannon, though to a lesser extent given it has an extra 12&amp;quot; of range in comparison. 4 S6 shots at a 36&amp;quot; range is alright to supplement the main guns against GEQs foolish enough to get close enough to be within range of it. With 9th having a relatively smaller board size though, it does mean they&#039;ll be all the more likely to wander within range of this thing though.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
The Starcannon, while great for killing MEQ targets, lacks the firepower, consistent damage or volume that would allow it to perform as an optimal sidearm to your Scorpion. However, given the prevalence of such targets it isn&#039;t all too terrible a choice at the same time. Suffers from the same sort of range issue as the previous weapon.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
A pretty hard pass. You&#039;re really not hurting for high strength or high AP firepower given its primary gun, though the singular d6 damage can&#039;t really compare to the 12 3 damage shots the Pulsar deals. Once the codex drops and this thing gets a buff (which it almost certainly will go to at least D3+3) it may be worth considering on this thing. One extra shot that&#039;ll do at the very least the same base damage of the Pulsar with the possibility for a bit more isn&#039;t all too terrible&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
Another questionable choice. Suffers from the same problem the Bright Lance does with its single shot profile doing a worse job at what the main gun will already be trying to do, with the d6 shot one being in an odd place. Like the scatter laser, it&#039;ll do work against hordes with the benefit of more possible shots, combined with it being a blast weapon and a single point of AP, though having a slightly harder time to wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Your Scorpion is eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crystal Targeting Matrix&amp;quot;&amp;gt;&lt;br /&gt;
Ignoring hit modifiers may help your Scorpion deal with enemy fliers or other shenanigans &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Soul Stones&amp;quot;&amp;gt;&lt;br /&gt;
A borderline must. Getting the absolute most out of each damage table bracket is a necessity for such a heavy point sink.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Star Engines&amp;quot;&amp;gt;&lt;br /&gt;
A fairly useless upgrade for your Warp Hunter. Hard pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vectored Engines&amp;quot;&amp;gt;&lt;br /&gt;
Fairly useless. Pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Cobra-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Cobra]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Titanic&#039;&#039;&lt;br /&gt;
|&#039;&#039;Vehicle&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:CobraForgeworld.jpg|200px|left|border]] When compared to the Scorpion, what the Cobra lacks in volume of fire it more than makes up for in sheer power. A dedicated {{w40kkeyword|Vehicle}} and {{w40kkeyword|Titan}} slayer, the D-Impaler strikes at a jawdropping Heavy2d3 S16 AP-5 D6 (yes, flat 6) statline, tossing on d3 mortal wounds per wound roll of a 4+ to emphasize that particular point. Bar the literal worst possible rolls, you will decimate any vehicle you point this massive D at with impunity. The drop down to BS3+ does hurt a bit compared to before, but your Farseers can more than make up the difference with the Guide rune of fate. Defensively, the Cobra is identical to the Scorpion; A 3+/5++ save covering a T8 model with 26 wounds will keep it in the fight for quite a while, but the degrading statline will really hinder its performance if it takes too much fire. Believe me, this thing will not go unnoticed by your opponent. Much like the Scorpion, you&#039;ll want to take every measure in the book to keep this thing alive and kicking as long and hard as possible. Unlike the Scorpion, the Cobra is a bit more of a niche pick it handles infantry much worse, at max getting half the shots that its pulsars would. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Heavy Weapon Options&#039;&#039;&#039;: Your Cobra comes equipped with a D-Impaler and a Shuriken Cannon. The Shuriken Cannon can be exchanged for any standard Heavy Weapon if you so wish.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
Aside keeping it cheap, you should probably give this a pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
The Scatter Laser is tied with the Shuriken Cannon for being the cheapest choice, costing you nothing and probably is the better budget option out of the two for this tank. Suffers from the same problem as the Shuriken Cannon, though to a lesser extent given it has an extra 12&amp;quot; of range in comparison. 4 S6 shots at a 36&amp;quot; range is alright to supplement the main guns against GEQs foolish enough to get close enough to be within range of it. With 9th having a relatively smaller board size though, it does mean they&#039;ll be all the more likely to wander within range of this thing though.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
The Starcannon, while great for killing MEQ targets, lacks the firepower, consistent damage or volume that would allow it to perform as an optimal sidearm to your Scorpion. However, given the prevalence of such targets it isn&#039;t all too terrible a choice at the same time. Suffers from the same sort of range issue as the previous weapon.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
A pretty hard pass. You&#039;re really not hurting for high strength or high AP firepower given its primary gun, though the singular d6 damage can&#039;t really compare to the 12 3 damage shots the Pulsar deals. Once the codex drops and this thing gets a buff (which it almost certainly will go to at least D3+3) it may be worth considering on this thing. One extra shot that&#039;ll do at the very least the same base damage of the Pulsar with the possibility for a bit more isn&#039;t all too terrible&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
Another questionable choice. Suffers from the same problem the Bright Lance does with its single shot profile doing a worse job at what the main gun will already be trying to do, with the d6 shot one being in an odd place. Like the scatter laser, it&#039;ll do work against hordes with the benefit of more possible shots, combined with it being a blast weapon and a single point of AP, though having a slightly harder time to wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Your Cobra is eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crystal Targeting Matrix&amp;quot;&amp;gt;&lt;br /&gt;
Ignoring hit modifiers may help your Cobra deal with enemy fliers or other shenanigans &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Soul Stones&amp;quot;&amp;gt;&lt;br /&gt;
A borderline must. Getting the absolute most out of each damage table bracket is a necessity for such a heavy point sink.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Star Engines&amp;quot;&amp;gt;&lt;br /&gt;
A fairly useless upgrade for your Warp Hunter. Hard pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vectored Engines&amp;quot;&amp;gt;&lt;br /&gt;
Fairly useless. Pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====Conclave Titans====&lt;br /&gt;
These are the largest and most powerful aeldari war machines you could ever use... if they weren&#039;t so eye-wateringly expensive to both buy and field. The only realistic time you could expect to field even one of these would be in an Apocalypse game, or in a ≥3000 point list and even then, they&#039;ll leave virtually no wiggle room for any other units you might want to support them with.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Revenant Titan-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Revenant Scout Titan|Revenant Titan]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Titanic&#039;&#039;&lt;br /&gt;
|&#039;&#039;Spirit Host&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Revenant-Titan.jpeg|200px|right|border]] After languishing for over two years as a ludicrously overcosted resin statue, the Revenant Titan is... still overcosted. Of the two major Conclave titans, the Revenant is the only one that you may potentially take into a standard game. At 1500pts, you won&#039;t have much room for an accompanying army so you&#039;ll need to keep all accompanying units as cheap as possible if you want any board presence. In terms of durability, the Revenant is nearly unrivaled; 32W at T9 with a 3+/4++ save makes all but the heaviest firepower a trivial matter. Offensively, Revenants are reasonably flexible at engaging infantry, monsters, vehicles and even other Titans. However, consider how many Fire Dragons, Dark Reapers, Wave Serpents, Fire Prisms and even Wraithknights you can bring to the table for the 1500pts this one model costs.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Revenant Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight&#039;s stomp attack) and a Cloudburst Missile Launcher . Outside of that, they have exactly two choices in primary armament.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Revenant Pulsar&amp;quot;&amp;gt;&lt;br /&gt;
The default loadout, each Pulsar is a Heavy 6 S12 AP-4 D4 cannon that&#039;ll let your Revenant engage targets very flexibly and from a respectable distance; something your glass-jawed titan would rather stay at considering their lack of a melee-friendly invuln. Likely your go-to in most circumstances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sonic Lance&amp;quot;&amp;gt;&lt;br /&gt;
Though the Sonic Lance has a rather unholy 3D6 shot output per lance, it&#039;s one of the few blob-blender weapons in the game that &#039;&#039;didn&#039;t&#039;&#039; get the Blast keyword. Would that be a bit overkill for a weapon that wounds all non-{{W40Kkeyword|Vehicle}}/{{W40Kkeyword|Monster}} units on a 2+? Maybe, but you aren&#039;t dropping 1500 points to deal in &amp;quot;maybe&amp;quot;s. Having said that, even though each individual hit only deals 1 damage, their AP-3 and (theoretical) volume of hits will easily carve through GEQ, MEQ and TEQ targets indiscriminately and being able to wound everything else on a 4+ isn&#039;t the worst possible outcome for such a specialized weapon. The thing that really hurts this weapon compared to the Pulsar is the paltry 18&amp;quot; range it has. Using this in a match involving enemy knights or titans severely increases the odds something with a rather big sword will tackle it come their turn, obviously alongside the dramatically reduced damage output the Revenant would be dealing to said titans when trying to shoot them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ---------------------------------------------------------------------Phantom Titan-------------------------------------------------------------------- --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[Phantom Battle Titan|Phantom Titan]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Titanic&#039;&#039;&lt;br /&gt;
|&#039;&#039;Spirit Host&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:Phantom Titan.jpg|200px|left|border]] The biggest, baddest, priciest model in the entire Eldar arsenal. At 3000pts to field and a minimum of $860 for the privilege to actually own one, you will &#039;&#039;never&#039;&#039; field even one of these in any conventional games. But, if you happen to be particularly loaded and know a few rich friends, you &#039;&#039;might&#039;&#039; get to break out your premier titan in an Apocalypse game. At 60 wounds at T9, the Phantom Titan is one of the most durable units in the game and with weapons leaning upwards of S14-S18 and all primary weapons dealing between 5 to 12 flat damage a hit, one of the most powerful. No other non-Titanic unit in the game can hope to stand against a Phantom Titan&#039;s sheer firepower and survive. To this end, the only units that a Phantom Titan should really pay attention to are opposing Titans. Due to this thing&#039;s massive pricepoint, opposing players can field a substantial number of opposing Imperial Knights, Wraithknights or other &amp;quot;conventional&amp;quot; titans that are able to overwhelm a Phantom Titan through sheer numbers... which is honestly kind of saying something.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
:&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Phantom Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight&#039;s stomp attack) and a Voidstorm Missile Launcher (2d6 S8 AP-3 D2 Blast). Outside of that, they have three interchangeable weapon choices in primary armament per arm and a support weapon mounted in the chassis.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
The Starcannon is the default choice in this slot. With only two S6 shots, there&#039;s precious little this weapon can really contribute to targets that you&#039;ll actually want your Phantom Titan engaging. May as well swap it for the Bright Lance.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
*Like the Starcannon, what the Bright Lance brings to the table is so pitifully minor compared to your main weapons that you&#039;ll likely forget that it even comes with your Phantom Titan. It is a bit more in line with the Voidstorm Missile Launcher and as such tends to contribute a bit more than the Starcannon will against the targets your Phantom Titan will even bother paying attention to. No reason not to pick it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phantom Pulsar&amp;quot;&amp;gt;&lt;br /&gt;
The longest ranged weapon available to it, as well as its default weapon, the Dire Pulsar is the first of the Phantom&#039;s two ranged weapons. Firing 8 shots at S14 at AP-4 120&amp;quot; downrange, whatever it&#039;s hitting is not having a good time. Each hit also deals a flat 5 damage, a hefty value that&#039;ll eviscerate enemy vehicles, monsters and knights in short order. It has ever so slightly less total potential against single targets, but the consistent number of shots makes it more ideal in the event you need to target squads of infantry.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;D-Bombard&amp;quot;&amp;gt;&lt;br /&gt;
Though D-Strength is gone, S16 at AP-5 comes about as close to it as you can get anymore. While it sacrifices the range and volume of shots the  Pulsar fires off, this Heavy 2d3 blast weapon causes 3 Mortal Wounds per wound roll of a 4+ in addition to the 8 damage each hit deals. It&#039;s a tough call, but this makes the D-Bombard more ideal for dealing with superheavy vehicles and lowerscale titans compared to the Pulsar.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wraith Glaive&amp;quot;&amp;gt;&lt;br /&gt;
As mentioned in the main entry above, the Wraith Glaive is the single highest stat weapon in the entire Aeldari range. S18 AP-5 D12 &#039;&#039;will&#039;&#039; destroy a majority of all non-superheavy vehicles in a single swing, most superheavy/knight models in as few as two or three swings and will very likely put down most other true-blooded titans in full round of combat, assuming you rolled well. Considering many of the invulnerable saves other titanic targets have tend to only work against ranged attacks, this is your best tool for killing enemy titans if/when you encounter them. For virtually everything else, it&#039;s complete and total overkill, though overkill is the name of the game with this fucking thing.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Webway Portal&#039;&#039;&#039;:  This massive gate, should you choose to actually use it instead of just setting it up as battlefield decor, is a pair of T8 14 wound arcs with a 3+/5++ save that lets you set up units from combat reserves and counts as Light+Heavy Cover as well as being Inspiring to ALL Aeldari units, giving even allied Dark Eldar and Harlies a +1 to Leadership. Also helpful is that units that emerge from here can be set up within 9&amp;quot; of an enemy unit - including into engagement range so they can count as having charged without worrying about overwatch, which helps a lot for Wraithblades and Wyches, and it halves the CP cost of throwing units into combat reserves. While this sounds fairly handy, since it allows you to effectively deep-strike units that normally cannot do so, whether big guns like Support Platforms or ambushers like Scorpions, a lot of the appeal dies down when Combat Reserves already has them come in from the table edge. You might assume that there&#039;s a bit more tactical wiggle-room by having them come out of the middle of the table as opposed to the edge. But then you&#039;ll realize that with the &#039;&#039;massive&#039;&#039; footprint this thing requires to be set up (12&amp;quot; from your opponent&#039;s deployment zone and any units they have outside of that DZ), finding the ideal place to set up the portal in the first place will be borderline impossible. You&#039;re also sacrificing the modicum of flexibility the whole of the table edge affords for setting up units for the &#039;&#039;very&#039;&#039; obvious and limited Webway gate that towers over the battlefield for all to see, several tables away. If that wasn&#039;t bad enough, the few stratagems that exist to supplement the Webway Portal are Harlequin exclusive. You can use them, but you &#039;&#039;must&#039;&#039; bring a supplementary detachment of Harlequins to use them.&lt;br /&gt;
**TL;DR - A fantastic looking centerpiece that looks really good for aeldari-themed terrain... and that&#039;s it. Precious few units in your roster lack the ability to deep-strike (either natively or through a stratagem), especially with the changes to reserves granting those select few units who can&#039;t deep-strike a means to do so.&lt;br /&gt;
&lt;br /&gt;
==Ynnari==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Ynnead rune 1.jpg|50px|left|]]&lt;br /&gt;
| The reborn aeldari from all walks of life, united in their war against Slaanesh under the banner of Ynnead and his chosen champions. At least in fluff, or in notably segregated squads as far as the crunch goes. All non-character Ynnari units function virtually identically to their original counterparts, with some minor caveats listed below. To declare a detachment {{W40Kkeyword|Ynnari}}, simply replace the Craftworld keyword with {{W40Kkeyword|Ynnari}} and you are in business! You&#039;ve got to live with certain restriction, but you gain certain perks for it instead and these perks can be very powerful in the right hands.&lt;br /&gt;
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Ynnari are pretty much the only faction in the game that can mix and match units from various armies in the same Detachment, giving you an unrivalled degree of flexibility. You can include Asuryani, Drukhari, Harlequins, Incubi and Scourges all together fighting side-by-side - the only off-limits units are any Haemonculi Covens and Corsairs. Ynnari have a good selection of unique characters and psychic powers as well, giving them a strong Herohammer approach to play. However, for the privilege of taking the death elves, you must abide by some particular caveats...&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Ynnari have had a BIG revamp with the new codex. Rather than being a standalone army with their own mediocre knockoff rules, Ynnari now function as something of an unusual Asuryani army that willingly undergoes certain restrictions to gain other key benefits.&lt;br /&gt;
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When you designate a Detachment as {{W40Kkeyword|Ynnari}}, it can include {{W40Kkeyword|Harlequins}}, {{W40Kkeyword|&amp;lt;Kabal&amp;gt;}} and {{W40Kkeyword|&amp;lt;Wych Cult&amp;gt;}} units as well as {{W40Kkeyword|Incubi}} and {{W40Kkeyword|Scourges}} (with some caveats, see below) [[Awesome|alongside Asuryani units in the same detachment]]. Just as long as you have an {{W40Kkeyword|Asuryani}} unit in the same battlefield role for each non-Asuryani unit you intend to take. These Detachments are, for all intents and purposes, considered {{W40Kkeyword|Asuryani}} detachments and all {{W40Kkeyword|&amp;lt;Kabal&amp;gt;, &amp;lt;Wych Cult&amp;gt;, &amp;lt;Saedath&amp;gt;}} and {{W40Kkeyword|&amp;lt;Craftworld&amp;gt;}} keywords all get replaced with the {{W40Kkeyword|Ynnari}} keyword.&lt;br /&gt;
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===Restrictions===&lt;br /&gt;
*Ynnari Harlequins can no longer take Pivotal Roles and Ynnari Drukhari can no longer take Lords of Commorragh or Favoured Retinues (so no Ynnari Trueborn or Hekatrix Bloodbrides). You also can&#039;t take any Phoenix Lords (despite Jain Zar&#039;s sponsorship being a major plot point), no corsairs, no Avatar of Khaine (even though the Ynnari have one in lore) and no Solitaires.&lt;br /&gt;
*You lose the Runes of Fate discipline on your Asuryani psykers. No Fortune, no Mind War. Fortunately, it gets replaced by the new Revenant discipline, which is a really good selection of powers. You still get to use Runes of Fortune too.&lt;br /&gt;
*If you elect to take Incubi or Scourges then you see a points increase: +4pts per model for Ynnari Incubi (which leaves them in a questionable spot) and +2pts for Ynnari Scourges (which might just about still be worth it).&lt;br /&gt;
*Though you can mix units from other armies in the same Detachment, your dedicated transports can only hold models of their army type - so you cannot, for instance, have Wyches riding around in Wave Serpents or Dire Avengers riding around in Venoms. The exceptions are Yvraine and the Visarch, who can hop into any transports.&lt;br /&gt;
*Finally and perhaps most importantly, while your mixed detachment counts as an {{WH40kKeyword|Asuryani}} detachment which gives your troops ObSec and the Leaders of the Warhost rule, not every unit in your army will have the {{WH40kKeyword|Asuryani}} keyword despite being drawn from the same &amp;quot;Craftworld&amp;quot;. This will mostly matter for things like Strats due to how Dark Eldar don&#039;t share the same keywords aside from {{WH40kKeyword|Ynnari}}.&lt;br /&gt;
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The old Ynnari-exclusive Relics, Warlord Traits and Strategems are mostly gone too, but you get to use the Asuyrani ones from the new book. The Relics and WTs are a big loss as many of them were very nice, but hardly anybody is going to weep for the Strategems.&lt;br /&gt;
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====Special Rules====&lt;br /&gt;
*All troops gain Objective Secured, regardless of which army they came from.&lt;br /&gt;
*&#039;&#039;&#039;Strength from Death:&#039;&#039;&#039; Fights First applies across your entire army, and +1 to-hit for both melee and range attacks if the unit has taken any casualties. This special rule effectively optimizes many of your close combat units by allowing them to punch and counterpunch enemies to death with WS+2, but also offers something for your shooters too. However it works best on large squads that won&#039;t be wiped by a single volley of shooting, that or Wraithblades.&lt;br /&gt;
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====Warlord Traits====&lt;br /&gt;
Due to the way Ynnari detachments now work, so long as a named {{W40Kkeyword|Ynnari}} character is in the detachment, you may take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish.&lt;br /&gt;
#&#039;&#039;&#039;Warden of Souls:&#039;&#039;&#039; Ynnari get a single Warlord Trait, and that’s this one, which heals your warlord for a single wound in each of your Command phases and gives them +1 to their Strength and Attacks whenever they’re within engagement range of an enemy unit that’s below Starting Strength. This also happens to be Yvraine&#039;s trait.&lt;br /&gt;
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====Ynnari Stratagems====&lt;br /&gt;
Like the other Craftworlds you only get one stratagem.&lt;br /&gt;
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*&#039;&#039;&#039;Inevitable End (1 CP)&#039;&#039;&#039;: This gives a unit that’s shooting or fighting +1 to wound if it targeted a unit that was below Half Strength. This is a much better bonus than the +1 to hit, since it’s a lot easier to control how many models are in an enemy unit than your own. And +1 to wound is pretty much always useful, since the times you’ll be wounding on 2+ are pretty rare, particularly in melee. The big downside is that your target has to be below Half Strength to use this Stratagem, so merely cutting a unit of 10 down to 5 won’t get you there. That makes this far more situational than we’d like, but in the right situations it’ll be money for finishing off an enemy unit – Custodes jetbikes spring to mind as something where letting one of your weaker units finish off the final model could be worth it.&lt;br /&gt;
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====Revenant Discipline====&lt;br /&gt;
{{W40Kkeyword|Ynnari Psyker}} units replace either their access to the Runes of Battle or Runes of Fate disciplines with this one. These powers allow them to play both a supportive and offensive role for army, and are probably the single most compelling reason to bring Ynnari besides the Yncarne. None of these powers are locked behind a {{WH40kKeyword|Core}} word, so you can use them to buff any Ynnari Drukhari or Ynnari Harlequins you bring along.&lt;br /&gt;
#&#039;&#039;&#039;Gaze of Ynnead:&#039;&#039;&#039; Essentially a simplified Smite, this WC 6 power lets you choose the target, and deals mortal wounds based on a D6; a roll of 1 results in 1 mortal wound, 2-5 causes 1d3 mortal wounds, and a 6 results in 1d6 mortal wounds on the target; the total expected mortal wounds is, accordingly, 25/12, or slightly more than 2. Unchanged from its previous incarnation, apart from the fact now that the D6 roll takes a -2 penalty if targeting a single model, so this power is a bit impractical for sniping characters - a shame.&lt;br /&gt;
#*With the nerf to casting Smite (specifically each individual psyker only being able to attempt to cast it once per turn), this is your next best source of direct mortal wounds for Farseers and Warlocks dedicated to offensive roles. Spiritseers are better off just casting Smite since they only have the one cast.&lt;br /&gt;
#*The math changes for both Yvraine, Farseers, and for any other buff you can come up with to casting the power. However, any buff that increases the casting total, like Yvraine&#039;s, tends to make Gaze &#039;&#039;worse&#039;&#039;, not better: Yvraine&#039;s Gaze deals 1.74 mortal wounds, but her Smite deals 2.08.  In other words, normally Smite does 19% more mortal wounds than Gaze, but for Yvraine, it deals 20% more.  The difference is negligible, but will accumulate as you incorporate more buffs, like spending CP to re-roll her cast.  It can be a solid offensive tool in the hands of Yvraine, but you&#039;ll ideally pick it up mid-battle when some of her warlock meat shields get chewed up rather than starting out with the power.&lt;br /&gt;
#&#039;&#039;&#039;Storm of Whispers&#039;&#039;&#039; An AoE aura attack, this WC 6 power lets you roll 3d6 per enemy unit within 9&amp;quot; of the caster; every roll of 4+ deals a mortal wound to the unit in question. This is a large improvement from the last iteration of the power, which was statistically inferior to Gaze of Ynnead even in optimal circumstances. &lt;br /&gt;
#&#039;&#039;&#039;Word of the Phoenix:&#039;&#039;&#039; WC 6, this power allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 6&amp;quot; to bring back a single model at full health, or D3 Troops. Cannot be used on Wraithguard or Wraithblades. Still a strong power that allows you to restore a high-damage squad of elves - Scourges, Fire Dragons, Warp Spiders, Dark Reapers, etc.&lt;br /&gt;
#&#039;&#039;&#039;Unbind Souls&#039;&#039;&#039; A WC 6 debuff to any enemy unit within 18&amp;quot; that means any melee attack against them auto-wounds on unmodified 6s. As the last version of this power allowed rerolling wounds, this might represent a nerf. However with the lack of native Doom, this is your next-best option.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Ynnead&#039;&#039;&#039; A WC 6 power that grants one non-{{W40Kkeyword|Titanic}} Ynnari unit within 12&amp;quot; of the Psyker a 4++ invulnerability save. This works for absolutely anything now, from Wraithguard to Warlocks and even aspect warriors despite any pre-existing invulns, though you&#039;ve lost the bubble wrap ability.&lt;br /&gt;
#&#039;&#039;&#039;Ancestor&#039;s Grace:&#039;&#039;&#039; This WC 7 buff grants the targeted friendly Ynnari unit within 18&amp;quot; a +1 to-wound roll in melee. Extremely scary if you manage to cast this on a Wraithknight or some Ghostaxe Wraithblades.&lt;br /&gt;
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Perhaps the two most worthwhile powers here are Word of the Phoenix and Shield of Ynnead; to give you a good example of them working together, if you supply a unit of Blaster Scourges with both, they go from a 4+/6++ to 4+/5++, and every time you bring a dead Blaster wielder back, you&#039;re bringing back 36 dead points.  Plus, they need Ancestor&#039;s Grace, since they&#039;re allergic to Archons.&lt;br /&gt;
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====Relics of Ynnead====&lt;br /&gt;
*&#039;&#039;&#039;The Lost Shroud&#039;&#039;&#039;: Your one unique relic, and thankfully it&#039;s a damn good one. Each time an attack is allocated to the bearer, that attack is -1 Damage, &#039;&#039;and&#039;&#039; you get +1 to your save roll if it was D1. This is basically Disgustingly Resilient and All is Dust all rolled into one, and it goes beautifully on a bike-bound Autarch or Farseer that you really need to keep alive.&lt;br /&gt;
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====HQ====&lt;br /&gt;
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*&#039;&#039;&#039;[[Yvraine]]:&#039;&#039;&#039; The Emissary of Ynnead herself, and she gains the {{WH40kKeyword|Asuryani}} keyword this time. For 135 points you get a goth girlboss with a Phoenix Lord-esque statline and Kha-vir, the Sword of Sorrows, a magic sword with a S+1 AP-3 D2 damage profile that also inflicts 2 MWs on an unmodified roll of 6 (and ends her attack sequence). She has a runesuit that gives her Transhuman Physiology (wound rolls of 1-3 auto-fail) and a 4++ invul. She can cast two powers from the Revenant Discipline to begin with (likely going to be Word of the Phoenix and Shield of Ynnead) and gains more in mid-game, which is nice given how powerful these spells are, and her familiar allows her to reroll psychic tests. Rules-wise she retains her Herald of Ynnead ability to hitch a ride in any Ynnari transport she desires, but also has Battle Focus and Strands of Fate now. A very lovely support character, a bit on the pricey side but you definitely get what you pay for.&lt;br /&gt;
*&#039;&#039;&#039;[[Visarch]]:&#039;&#039;&#039; Our resident pointy-eared Jorah Mormont to Yvraine&#039;s pointy-eared Daenerys Targaryen, long struggled to be anything other than a bad Autarch, but there is a lot more incentive to bring him as something other than a tax HQ choice in a Ynnari patrol this time. The Visarch has got himself a substantial upgrade for his magic [[Choppa]], the cronesword Asu-var the Sword of Silent Screams, which now has a S+2 AP-4 D2 profile and also negates invul saves on any wound rolls of 4+. The Visarch is quite tough as Eldar units go, with a 2+ armour save, a 4++ invul, 6W and the Champion of Ynnead rule that allows him to regain wounds (and also pick up extra attacks if a character eats it) if any friendly {{WH40kKeyword|Ynnari}} models near him die. He hands out a reroll 1s to-hit aura (melee &#039;&#039;and&#039;&#039; range) for every {{WH40kKeyword|Ynnari}} {{WH40kKeyword|Core}} unit within 6&amp;quot;. He now acts as a Bodyguard for Yvraine, so if you have her in your detachment, you can bring him then he takes up no HQ slot. Unfortunately though, he&#039;s gone up to 95 points and he still might lose out to an Autarch just through their sheer superior customisation options despite his beatstick profile. If you have the points to spare then there&#039;s nothing wrong with bringing him.&lt;br /&gt;
*&#039;&#039;&#039;The [[Yncarne]]:&#039;&#039;&#039; Oh boy, here they come killin&#039; again. The Yncarne has seen a big points cost drop, 250 points (down from 290). And Jesus Christ, what a character you get for that. The Yncarne is the Ynnari answer to the Avatar of Khaine, and has the epic cronesword Vilith-zhar, the Sword of Souls, with two brutal profiles: either a piercing strike (S+4 AP-4 DamD3+3 that &#039;&#039;ignores invuls&#039;&#039;) or a sweeping anti-horde strike (SUser AP-4 D1 Ax2), plus a new Soul Energy 6&amp;quot; magic flamer that licks enemies with S7 AP-2 D1 auto-hitting &#039;&#039;EVERY&#039;&#039; enemy unit within range. And they&#039;re not just a monster on offense, either; the Yncarne is very hard to kill with T7 W12 and halving all damage (rounded up) with a 4++ invul for good measure. The Yncarne starts out knowing &#039;&#039;all&#039;&#039; of the powers from the Revenant discipline, has Battle Focus and Strands of Fate, and has a 12&amp;quot; aura to allow friendly Ynnari infantry to ignore combat attrition modifiers (not that this matters). On top of all that, the thing can not only fly over terrain but also set up in waiting off the board and appear within 1&amp;quot; of a just-wiped unit, friend or foe, though it cannot do so within engagement range of an enemy unit and it cannot charge or heroically intervene in that turn. All of this adds up to a ridiculously powerful deathstar/character assassin with a monstrous threat range and pretty much any enemy squad dies within a single round of it getting within arms-reach.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: The Yncarne can&#039;t charge after arriving in this way so you ideally want him popping up on your opponent&#039;s turn. You also want to be exploiting the ability to redeploy when anything dies as a mobility/escape tool. If anything else The Yncarne popping up somewhere unexpected can divert a ton of fire away from your other units, though you might want to leave the [[DISTRACTION CARNIFEX]] role to something like a Succubus or Venom.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Craftworld Legends==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
The retirement home for all the GW/FW models of yesteryear. Like all units placed under the Warhammer Legends banner, the data sheets for these models are available for casual play and possibly for smaller, locally run tournaments free of charge. Having said that, Games Workshop all but disavows them in any official capacity; these models are well out of print (with an exceptionally probable likelihood of never returning) and will rarely, if ever get updates to their data entries. These units are banned from any official tournament run by GW or GW stores and will likely become progressively more and more irrelevant as the meta shifts and evolves over time. If you have a couple of these units lying around, feel free to call a friend or two for a good ol&#039; nostalgia trip. Otherwise... well, hopefully they look good on your shelf.&lt;br /&gt;
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===Legends HQs===&lt;br /&gt;
*&#039;&#039;&#039;Autarch (Weapon Options):&#039;&#039;&#039; Thanks to the revamp, all prior Autarch variants have been resurrected from Legends hell. They even took most of their toys with them, only leaving a few unremembered scraps behind. Despite that, if you truly wish, you can slap one of these on your Autarch at the cost of it becoming a &amp;quot;legends&amp;quot; variant. Shares the point cost of any wargear in the codex. &lt;br /&gt;
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&amp;lt;tab name=&amp;quot;Avenger Shuriken Catapult&amp;quot;&amp;gt;&lt;br /&gt;
Like the name suggests, the index Autarch can take the Dire Avenger&#039;s Shuriken Catapult variant. Generally this would be a hard pass, since the only thing these guns have going for them is that the Autarch can dual-wield them and the 18&amp;quot; range. Given basically any other option is free, you should probably consider those instead. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lasblaster&amp;quot;&amp;gt;&lt;br /&gt;
From the armories of the Swooping Hawks, the lasblaster provides the same volume of fire that two avenger shuripults or death spinners can provide at longer ranges, but at weaker strength with &#039;&#039;no&#039;&#039; chance of AP. Free, like both of those options but you&#039;ll pretty much be limited to shooting at GEQs but you&#039;ll still have a harder chance at killing them than either of the two aformentioned options. Probably skip this thing. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
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===Legends Troops===&lt;br /&gt;
*&#039;&#039;&#039;Corsair Reaver Band (Forge World):&#039;&#039;&#039; Your foot slogging space elf pirates. With the new edition came some new rules that &#039;&#039;finally&#039;&#039; makes these guys a fully viable troop choice; &#039;&#039;&#039;Allies of Convenience&#039;&#039;&#039; is a new ability granted to all (3) of your Corsair units that allows them to be included in a Battle-Forged {{W40Kkeyword|&amp;lt;Craftworld&amp;gt;}} or {{W40Kkeyword|&amp;lt;Kabal&amp;gt;}} detachment without interfering with their abilities, bonuses and/or other requirements. With the rework they&#039;ve received, they&#039;re certainly worth considering as well. Though they gain no bonuses or support options from your psykers and stratagems, their 9-point per model cost combined with their reworked &#039;&#039;&#039;Reckless Abandon&#039;&#039;&#039; (units with this may make a heroic intervention as though they were a {{W40Kkeyword|Character}}) makes them a half decent meat-shield for particularly important characters or units. Additionally, the main selling point of the Reavers remains fully intact; for every 5 models in the squad (to a max of 15), you can equip one of them with a heavy/special weapon of your choice and &#039;&#039;goddamn&#039;&#039; do they have a selection of toys to play with. Even without spending a single point, you can have the entire squad equipped with lasblasters, shardcarbines, shuriken catapults or spar-glaives to fill effectively any conceivable role you&#039;d need them to. Unsurprisingly, it&#039;s not all great news for your space pirates. With a pitiful GEQ statline of T3 and a 5+ save, these guys will perish by the score if even one of them stumbles over a curb, even more so if your opponent points at them with anything resembling a gun. Additionally, these guys will not benefit from Objective Secured and, especially combined with their tragically frail bodies, are &#039;&#039;terrible&#039;&#039; for trying to contest front-line objectives.&lt;br /&gt;
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::&#039;&#039;&#039;Standard Weapon Loadout:&#039;&#039;&#039; Your corsairs have the extraordinarily unique honor of having not just one or two standard arms loadouts, but &#039;&#039;four&#039;&#039;. None of these options change the price tag on your corsairs in any shape or form, so it&#039;s entirely dealer&#039;s choice on what you have them take into battle. Regardless of the main four, all your reavers also come equipped with a Brace of Pistols (12&amp;quot; Pistol 2 S4 AP0 D1) so that they can always pop off a shot or two regardless of where they&#039;re at.&lt;br /&gt;
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&amp;lt;tab name=&amp;quot;Lasblaster&amp;quot;&amp;gt;&lt;br /&gt;
The standard weapon with the highest firing rate, the lasblaster will be your best choice against other swarmy GEQ targets like Conscripts, Guardians, Fire Warriors or Horma/Termagaunts. Though it lacks any and all AP, it can also be used to try inflicting chip damage against vehicles simply through volume of fire. The biggest selling point of these guns, however, is their fantastic (by eldar standards) 24&amp;quot; range, allowing them to actually engage enemy forces at a relatively safe distance.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Catapult&amp;quot;&amp;gt;&lt;br /&gt;
I gotta ask... why? As a bog-standard Shuripult, it has the shortest range of any of your squad-standard guns and it also has the lowest rate of fire. Yes, it has S4, giving it marginally more of a chance wounding GEQ and MEQ targets than the Lasblaster. Only with half the range and half the number of shots. Yes, it has the &#039;&#039;potential&#039;&#039; of an AP-3 if you&#039;re particularly lucky. The odds of that lucky &amp;quot;crit-hit&amp;quot; going off consistently aren&#039;t remotely good enough to genuinely factor it into your game plan however. Frankly speaking, whatever the &#039;pult does, one of the other two guns can do better, or more than makes up for the difference through their other selling points. If you &#039;&#039;really&#039;&#039; want some shuriken catapults on your front lines, just take some Dire Avengers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shardcarbine&amp;quot;&amp;gt;&lt;br /&gt;
For the edgy space elves who aren&#039;t quite [[Dark Eldar|there yet]], the shardcarbine is a fantastic choice for combating targets relying on their thicc mass to absorb punishment instead of armor or body count. The ability to wound all non-{{W40Kkeyword|&amp;lt;Vehicles&amp;gt;}} on a 4+ with a Assault 3 rate of fire is nothing to sneeze at for a 45pt troop choice, especially since it comes from a modestly comfortable 18&amp;quot; firing range. Combined with an AML, Dark Lance or Blaster, you have a shockingly effective anti-{{W40Kkeyword|&amp;lt;Monster&amp;gt;}} unit who can whittle down scores of enemy infantry on the side&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spar-glaive&amp;quot;&amp;gt;&lt;br /&gt;
Your melee option if, for whatever reason, you want fighty space pirates. Though these give your elves an extra attack, you&#039;re still not breaking any records with a maximum of two S3 attacks per model (three for the felarch). Literally on par with chainsword Storm Guardians in a fight, which isn&#039;t exactly worth bragging about. You&#039;ll want to stick with any of the other ranged options, especially since the biggest selling point of the reavers is the massive hoard of ranged special weapons at their beck and call.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Special Weapon Loadout:&#039;&#039;&#039; This is where the meat and potatoes of your corsair reavers is kept. With access to almost every special/heavy weapon in the Craftworld and Dark Eldar armory and the ability for one out of every five models to pick and choose which one they want, corsair reavers will make tactical marines [[Ultramarines|blue]] with envy. Just remember to keep them nice and sheltered; overly aggressive language might kill the most valued members of your reaver unit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+20pts&#039;&#039;&#039; The most expensive of your toys, and the most flexible. Fire off a single S8 AP-2 shot for variable d6 damage or a cluster bomb of d6 S4 AP-1 shots to make some space in an enemy cluster. You&#039;ll probably want to pass on this particular option since, as a heavy weapon, it isn&#039;t particularly efficient on the move and has far more range than the rest of your squad will know what to do with. If nothing else, you can slap it on a back-field squad of corsairs to take the occasional pot-shot at enemy units while they&#039;re camping on objectives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blaster&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+15pts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dark Lance&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+15pts&#039;&#039;&#039; The edgy Bright Lance, in Craftworlder terms. A useful Monster/Vehicle hunting tool that isn&#039;t really recommended over the blaster or fusion gun. Still, it does save you 5 points if you know you&#039;re going to be facing a lot of heavy support units for a squad of reavers you plan on planting around backline objectives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Flamer&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+5pts&#039;&#039;&#039; Your best choice for roasting hordes or cutting costs, flamers synergize very well with offensively geared reaver squads constantly on the move. As your reavers unfortunately lack the ability to ignore penalties to advancing the way their craftworld kin do, the auto-hitting nature of the flamer allows them to bypass that particular negative. Unfortunately it&#039;ll do little to improve your reaver&#039;s effectiveness against larger, tougher targets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fusion Gun&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+10pts&#039;&#039;&#039; A solid and reasonably priced option for bipping bigger targets, fusion guns can offer amazing single target burst damage on the go thanks to their assault profile.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shredder&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+10pts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+10pts&#039;&#039;&#039; The shuriken cannon is... really not a great choice here. It doesn&#039;t really offer anything the other weapons in this category don&#039;t blatantly do better nor does it provide any particular utility worth considering. Give this one a pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Splinter Cannon&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+10pts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dissonance Pistol&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+5pts&#039;&#039;&#039; &#039;&#039;Felarch Only&#039;&#039;. The dissonance pistol has ever so slightly more oomph than the regular brace of pistols at S5 Ap-2 with a guaranteed auto-wound if you roll an unmodified hit-roll of 6, but with only one shot at 12&amp;quot;, it&#039;s probably not worth spending the extra 5 points for.&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Legends Elites===&lt;br /&gt;
*&#039;&#039;&#039;[[Bonesinger]]:&#039;&#039;&#039; Your only dedicated healing support whose [[fail|out of print metal model and datasheet has been discontinued for official use]]. As a 70pt {{W40Kkeyword|psyker}} {{W40Kkeyword|character}} only equipped with a Psytronome (S3 AP0 d3 with only a single attack) and no ranged weapons, the Bonesinger is built and intended to do all his work in the Psychic phase. As a dedicated psyker he leaves a lot to be desired; he can only cast/deny one power a turn and that power is exclusively Smite. Alternatively, he can use that psychic phase to heal a nearby {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Wraith Construct}} for d3 wounds. This makes him, all things considered, a pretty terrible support unit compared to most other faction equivalents, as a majority of them still have at least a modicum of an offensive presence alongside their respective support roles or are simply better at the job than he is. Having said that, Bonesingers are one of the few support units capable of healing infantry, monsters &#039;&#039;and&#039;&#039; vehicles where others, like the Techmarine and Apothecary, are strictly dedicated to one particular unit type.&lt;br /&gt;
&lt;br /&gt;
====Legends Fast Attack====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsair Skyreaver Band (Forge World):&#039;&#039;&#039; Literally just the Corsair Reaver Band with jetpacks. Unfortunately, these guys are no longer troops and occupy a &#039;&#039;much&#039;&#039; more contested Fast Attack slot. &#039;&#039;&#039;Note: I just acessed the Forge World Legends doc and it lists Skyreavers as Troops. &#039;&#039;&#039;All things considered, they&#039;re still not terrible; just like reaver bands, these guys can be included in Craftworld/Kabal detachments without breaking Battle-Forged bonuses and have &#039;&#039;immensely&#039;&#039; flexible loadouts to suit your needs.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Standard Weapon Loadout:&#039;&#039;&#039; Just like the regular reavers, skyreavers can outfit themselves with one of four different standard weapons.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lasblaster&amp;quot;&amp;gt;&lt;br /&gt;
The default weapon with the highest firing rate, the lasblaster will be your best choice against other swarmy GEQ targets like Conscripts, Guardians, Fire Warriors or Horma/Termagaunts. Though it lacks any and all AP, it can also be used to try inflicting chip damage against vehicles simply through volume of fire. The biggest selling point of these guns, however, is their fantastic (by eldar standards) 24&amp;quot; range, allowing them to actually engage enemy forces at a relatively safe distance.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Catapult&amp;quot;&amp;gt;&lt;br /&gt;
I gotta ask... why? As a bog-standard Shuripult, it has the shortest range of any of your squad-standard guns and it also has the lowest rate of fire. The sheer speed of the skyreavers make these slightly more effective than when taken on their ground-bound kin, but they still pale in comparison to the other two ranged options. Frankly, you&#039;ll get more bang for your buck just getting Windriders with twin shuripults.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shardcarbine&amp;quot;&amp;gt;&lt;br /&gt;
For the edgy space elves who aren&#039;t quite [[Dark Eldar|there yet]], the shardcarbine is a fantastic choice for combating targets relying on their thicc mass to absorb punishment instead of armor or body count. The ability to wound all non-{{W40Kkeyword|&amp;lt;Vehicles&amp;gt;}} on a 4+ with a Assault 3 rate of fire is nothing to sneeze at for a 45pt troop choice, especially since it comes from a modestly comfortable 18&amp;quot; firing range. Combined with an AML, Dark Lance or Blaster, you have a shockingly effective anti-{{W40Kkeyword|&amp;lt;Monster&amp;gt;}} unit who can whittle down scores of enemy infantry on the side.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spar-glaive&amp;quot;&amp;gt;&lt;br /&gt;
Your melee option if, for whatever reason, you want fighty space pirates. Though these give your elves an extra attack, you&#039;re still not breaking any records with a maximum of two S3 attacks per model (three for the felarch). Their impressive movement speed will allow them to easily close the gap and tie up targets in melee which, if nothing else, is useful for tying up static gunline infantry hanging in the backfield of your opponent&#039;s deployment zone. Don&#039;t expect them to get much accomplished though.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Special Weapon Loadout:&#039;&#039;&#039; This is where the meat and potatoes of your corsair reavers is kept. With access to almost every special/heavy weapon in the Craftworld and Dark Eldar armory and the ability for one out of every five models to pick and choose which one they want, corsair skyreavers will make tactical marines [[Ultramarines|blue]] with envy. Just remember to keep them nice and sheltered; overly aggressive language might kill the most valued members of your reaver unit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+20pts&#039;&#039;&#039; The most expensive of your toys, and the most flexible. Fire off a single S8 AP-2 shot for variable d6 damage or a cluster bomb of d6 S4 AP-1 shots to make some space in an enemy cluster. You&#039;ll probably want to pass on this particular option since, as a heavy weapon, it isn&#039;t particularly efficient on the move and has far more range than the rest of your squad will know what to do with. If nothing else, you can slap it on a back-field squad of corsairs to take the occasional pot-shot at enemy units while they&#039;re camping on objectives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blaster&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+15pts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dark Lance&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+15pts&#039;&#039;&#039; The edgy Bright Lance, in Craftworlder terms. A useful Monster/Vehicle hunting tool that isn&#039;t really recommended over the blaster or fusion gun. Still, it does save you 5 points if you know you&#039;re going to be facing a lot of heavy support units for a squad of skyreavers you plan on planting around backline objectives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Flamer&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+5pts&#039;&#039;&#039; Your best choice for roasting hordes or cutting costs, flamers synergize very well with offensively geared skyreaver squads constantly on the move. As your reavers unfortunately lack the ability to ignore penalties to advancing the way their craftworld kin do, the auto-hitting nature of the flamer allows them to bypass that particular negative. Unfortunately it&#039;ll do little to improve your reaver&#039;s effectiveness against larger, tougher targets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fusion Gun&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+10pts&#039;&#039;&#039; A solid and reasonably priced option for bipping bigger targets, fusion guns can offer amazing single target burst damage on the go thanks to their assault profile.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shredder&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+10pts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+10pts&#039;&#039;&#039; The shuriken cannon is... really not a great choice here. It doesn&#039;t really offer anything the other weapons in this category don&#039;t blatantly do better nor does it provide any particular utility worth considering. Give this one a pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Splinter Cannon&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+10pts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dissonance Pistol&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+5pts&#039;&#039;&#039; &#039;&#039;Felarch Only&#039;&#039;. The dissonance pistol has ever so slightly more oomph than the regular brace of pistols at S5 Ap-2 with a guaranteed auto-wound if you roll an unmodified hit-roll of 6, but with only one shot at 12&amp;quot;, it&#039;s probably not worth spending the extra 5 points for.&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsair Cloud Dancer Band (Forge World):&#039;&#039;&#039; Corsairs on Jetbikes. At 22 points per model, they&#039;re a touch pricier than Craftworld Windriders and are for all intents and purposes, completely identical in statline and battlefield role. At least when taken bog-standard. Unlike their basic brothers, cloud dancers have twice the number of heavy weapons to choose from and as such, can fill dramatically different roles when upgraded. At least, if you&#039;re willing to splurge on them because god&#039;&#039;damn&#039;&#039; do they get pricey when you start putting the bells and whistles on them. Just like the corsair infantry, including cloud dancers in your craftworld or kabal detachment will not interfere with their Battle-Forged status and will not interfere with any abilities/stratagems/powers that require a purestrain list. Unfortunately, this also means that they don&#039;t benefit from any such things themselves, so depending on what you need these guys to do you&#039;ll get considerably more mileage out of taking the vanilla bikers instead.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Special Weapon Loadout:&#039;&#039;&#039; With twice the weapon selection as their standardized kin, cloud dancer bands can be tailored to a wider variety of battlefield roles to fill any tactical holes you may have in your formation. This freedom of choice doesn&#039;t come cheap though, so make sure you know exactly what you want before you sink too much into these guys.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Twin Shuriken Catapult&amp;quot;&amp;gt;&lt;br /&gt;
The default gun, and ideally one you&#039;re immediately dumping in favor of one of the more unique choices available to you. If you just want twin shuripults, take Windriders. They&#039;re cheaper and can benefit from shuriken buffing attributes and abilities. No arguments, just take them instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+10pts&#039;&#039;&#039; See the entry for Twin Shuriken Catapults. There is literally no reason to take these instead of one of the other choices on the list. Hard pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dark Lance&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+20pts&#039;&#039;&#039; Now we&#039;re cooking. Though this&#039;ll spike your cloud dancers to a pricey 42 points per model, you&#039;ll have an exceptionally fast anti-vehicle/monster platform that can easily flank and toast targets with high armor/tougness.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Splinter Cannon&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+15pts&#039;&#039;&#039; 5 points more expensive than when taken on the corsair infantry for some reason.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+10pts&#039;&#039;&#039; Also exactly like the Shuripult and Shuricannon in the sense that you shouldn&#039;t take these on cloud dancers when you have the functionally identical windriders that can do so for less.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dissonance Cannon&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+15pts&#039;&#039;&#039; The cloud dancer-unique dissonance cannon is... woefully underwhelming for the pricetag. 37 points for two 24&amp;quot; S5 AP-2 D2 shots isn&#039;t really that great a deal, even with the occasional auto-wounding on unmodified hit rolls of 6. Still, a successful wound does almost guarantee a dead marine and in this day an age, that&#039;s worth more than you might expect.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dissonance Pistol&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+5pts&#039;&#039;&#039; &#039;&#039;Felarch Only&#039;&#039;. The dissonance pistol has ever so slightly more oomph than the regular brace of pistols at S5 Ap-2 with a guaranteed auto-wound if you roll an unmodified hit-roll of 6, but with only one shot at 12&amp;quot;, it&#039;s probably not worth spending the extra 5 points for.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Wasp Assault Walker]] (Forge World):&#039;&#039;&#039; Wasp Assault Walkers are literally just War Walkers with little jump jets and a slightly fancier tail vane. That said, that&#039;s not necessarily a bad thing, as War Walkers (and Wasps by extension) are pretty cost efficient as durable heavy weapon platforms. Spend 25 points more per walker to grant them an extra wound, the {{W40Kkeyword|Fly}} keyword and the freedom to deepstrike rather than simply outflank. The ability to move and shoot heavy weapons without penalty &#039;&#039;really&#039;&#039; benefited your War Walkers, so it needn&#039;t be stated how much more the Wasps appreciate this new lease on life. That said, these guys compete pretty heavily with their fellow Forge World unit, the Hornet. Both run 65 points base line, but the Hornet is significantly faster, &#039;&#039;slightly&#039;&#039; tankier (yet one more wound with a 3+ save, though it does lack an invuln), can take vehicle upgrades and has a &#039;&#039;really&#039;&#039; good signature weapon in the Hornet Pulse Laser. Against weapons with substantial AP, the Wasp does beat out the Hornet due to its 5++ save and, in niche situations, having Battle Focus lets shuricannon loadouts advance without penalty (that said, the Hornet can advance and fire &#039;&#039;any&#039;&#039; heavy weapon due to the CTM it can take). Ultimately take what suits your taste, even if that taste is for lots of chicken leg walkers. Unless you&#039;re playing by GW&#039;s rules, in which case don&#039;t expect to see/use these in tournament settings anymore.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Despite being Forge World exclusive, the Wasp Assault Walkers&#039; selection is just as standard as its ground-bound variant. Alongside simply being a better War Walker, the Wasp also has the privilege of not taking up your hotly contested Heavy Support slots. You may mix and match these as you see fit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shuriken Cannon&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**A decent choice for Biel-Tan walkers, though it is somewhat point inefficient compared to your Windriders or even the vanilla war walker for this role. Not to say that it doesn&#039;t benefit greatly from having Battle Focus and the ability to deep strike and ambush backline gunners, it&#039;s just that by the time your walkers are able to deep strike outside your deployment zone, any of your biker units could have easily rushed into position with their superior movement speed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scatter Laser&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**Honestly a pretty great choice for dealing with infantry and arguably your second most cost effective scatter laser platform (Saim-Hann windriders excluded). The sheer mobility and deployment options the Wasp possesses allows it to get into an ideal position to act as a turret to pick away at enemy lines, though the usual problems from the lack of AP apply.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Starcannon&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**Giving your Wasp a pair of these can make it an ideal executioner of smaller MEQ/TEQ squads like inceptors or aggressors while posing a decent threat against light vehicles, but the drastically reduced number of shots will make the Wasp struggle against model heavy units or particularly tough vehicles/monsters. While reasonably priced guns, you should probably field no more than one or two Wasps kitted out with starcannons if you want them to effectively earn back their points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bright Lance&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**A solid choice for your Wasps, kitting it out with two of these lets it effectively hunt harder targets like dreadnoughts fairly reliably. Like most units with access to them, it does face some minor overlap with the AML now due to costing the same and should probably only be picked over it if you are expecting vehicle/monster heavy armies.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari Missile Launcher&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**The most flexible, if expensive choice, the AML can effectively balance between GEQ/MEQ targets with its D6 shots or vehicle/monster targets with its single D6 damage shot. The Wasp can take great advantage of this weapon&#039;s range alongside its flexible deployment/movement to grant it near perfect coverage over the battlefield.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Legends Flyers===&lt;br /&gt;
*&#039;&#039;&#039;Phoenix (Forge World):&#039;&#039;&#039; Now Legends, so play it as a CH or a Nightwing in competitive play. 210 points for 16 wounds flyer.  The Phoenix Pulse Laser has one more strength than the normal Pulse Laser, so it&#039;s more likely to wound T8 Super-Heavy vehicles like Knights and Baneblade variants than standard bright lances and pulse lasers. No more options for Starcannons or Bright lances, or nightfire missiles.  Phoenix Missiles are similar to [[Starcannons]] with only D6 variable Str6 shots and flat 2 damage, making them ideal for murdering the hell out of enemy Terminators or [[Primaris Space Marines]] . Finally the nose-mounted Twin Shuriken cannons add more anti-infantry and of course have the rend effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vampire Raider (Forge World):&#039;&#039;&#039;  Legends now, and no longer a LOW but a Flyer (still Titanic though).   Insanely cheap for 32 T8 wound with a flat 4+ invul. Unfortunately now that it&#039;s legends, you won&#039;t see it in competitive play.  &lt;br /&gt;
** Colossal Flyer rule is gone.&lt;br /&gt;
** FW Legends makes it only 400 (!) points.&lt;br /&gt;
** Since it&#039;s Aircraft and a Flyer, it can never hold objectives (change from 8th where it was LOW and got around the Boots on the Ground restriction).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vampire Hunter (Forge World):&#039;&#039;&#039;Legends now, and no longer a LOW but a Flyer (still Titanic though).  Insanely cheap for 32 T8 wounds with a flat 4+ invul. Unfortunately now that it&#039;s legends, you won&#039;t see it in competitive play.  Twin Pulsar is  60&amp;quot; Heavy 9, S12 AP -4  Damage D3+3, fewer shots than the Scorpion.  Still pretty mean for it&#039;s points.&lt;br /&gt;
** Colossal Flyer rule is gone.&lt;br /&gt;
** FW Legends makes it only 600 (!)  points.&lt;br /&gt;
** Since it&#039;s Aircraft and a Flyer, it can never hold objectives (change from 8th where it was LOW and got around the Boots on the Ground restriction).&lt;br /&gt;
&lt;br /&gt;
===Legends Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Firestorm (Forge World):&#039;&#039;&#039; Good news! The Firestorm received both a Power Level and Points value, so you can use it in every mode of play! Bad news!It&#039;s now been banished to [[fail|legends]]! It&#039;s a shame, but it&#039;s an outcome we all knew was going to happen. At a new value of 130 points, the Firestorm is a bit of a steep buy for 12 scatter laser shots, even if those shots have twice the range compared to the stand-alone scatter lasers. What&#039;s worse is that the firestorm scatter laser now only receives its hit bonuses against {{W40Kkeyword|&amp;lt;Aircraft&amp;gt;}}, a considerably more niche category that typically tends to be around T6-7, meaning what shots do land will be rather ineffectual at actually hurting it. Thankfully, at least the firestorm no longer suffers hit penalties against everything else, making it a pretty solid GEQ shredder. In general though, two war walkers armed with scatter lasers will very much perform the same role for about the same price tag and none of the drawbacks (namely, no degrading statline and can divide fire between multiple targets). If nothing else, the firestorm has an underslung twin shuripult that can be swapped out for a shuricannon, can take any of the standard vehicle upgrades and can transport up to six infantry models. That&#039;s cool, I guess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building and Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gathering Your Troops===&lt;br /&gt;
Looking to bolster your ranks? Here are a few key recommendations for building or expanding a new army.&lt;br /&gt;
*&#039;&#039;&#039;Farseers&#039;&#039;&#039;: Get one. It doesn&#039;t matter if you&#039;re wanting to form the Biel-Tan Aspect Warrior Swordwind, field an Iyanden Wraithhost, or swarm the battlefield with Saim-Hann jetbikes. The versatility of your Farseers often form the core support of virtually any Craftworld army and they are the only psykers in the Craftworld codex truly capable of supporting every single unit you can field alongside them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardians&#039;&#039;&#039;: Unless you&#039;re running a Vanguard, Outrider or Spearhead detachment, you&#039;re going to need some flavor of troop to hold the line. Now that the Guardian kit can be assembled as Storm Guardians or Guardian Defenders &#039;&#039;without&#039;&#039; having to purchase a shitty stand-alone upgrade sprue, picking up a box of these guys is strongly recommended as a baseline. Guardian Defenders are now damn near as good as last edition&#039;s Dire Avengers offensively while Storm Guardians (ironically) are particularly tanky objective assaulters. Both of them also get re-roll support while within range of objectives on top of their Objective Secured abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Rangers&#039;&#039;&#039;: These are the dudes you bring to fill slots on the cheap. 65 points for 5 bodies isn&#039;t a terrible trade when you&#039;re trying to save for your Aspects, especially when these guys were built to hunt {{W40kkeyword|Characters}}, a specialty many of your other units will struggle to fulfil. If you&#039;re lucky with your Strands of Fate Rolls, you can guarantee those Mortal Wounds on a character you&#039;re shooting at. Rangers are perfect for holding objectives in the back field due to their range and potential defensive utilities you can spring for and actively benefit from venturing into enemy territory to snag VPs, depending on your picked objectives.&lt;br /&gt;
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*&#039;&#039;&#039;Dire Avengers&#039;&#039;&#039;: Although Dire Avengers are no longer troops, these guys will still give you a great bang for your buck. Literally. $35 for a squad of 5 Dire Avengers is frankly a goddamn steal compared to the GW standard pricing these days and you can easily shave another $5-$10 dollars off if you pick them up off of a third party site like Ebay (New in Box, of course). For a majority of standard lists, three squads of these guys will have you set.&lt;br /&gt;
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*&#039;&#039;&#039;Wave Serpents&#039;&#039;&#039;: Wave Serpent grav-tanks have almost always had a particularly valuable role in any Craftworld army and still hold the title as your most durable standard vehicle. As a dedicated transport, it&#039;s a fantastic choice if you&#039;re looking to provide heavier firepower without taking up your rather competitive Heavy Support slots and is &#039;&#039;essential&#039;&#039; to get squads of melee units across the field in one piece. Having at least one will open up your tactical options substantially and will at the very least provide a solid heavy weapon platform that your opponent will need to focus down in order to shift it.&lt;br /&gt;
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*&#039;&#039;&#039;Wraithguard/blades&#039;&#039;&#039;: The single biggest drawback to the Eldar factions as a whole is their infantry&#039;s paper-thin frailty. Wraith units in general offer you a key exception to that rule by offering extremely hard-hitting, tough-as-hell statues that can easily chunk a wide variety of enemy units you throw them at. Having at least one Wraith unit is advised if &#039;&#039;only&#039;&#039; to draw fire away from your much squishier units.&lt;br /&gt;
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*&#039;&#039;&#039;Aspect Warriors&#039;&#039;&#039;: In general, most of your Aspect Warriors are actually good now! Some are certainly better than others, but all in all, they now properly stand as the elite specialists that they were always meant to be. In a way, Aspect Warriors can also function as &amp;quot;troops&amp;quot; in specialized lists. If you bring their Phoenix Lord, any respective Aspect Warrior within 6&amp;quot; of them is blessed with Objective Secured. Depending on your game plan, this can let you save points (and money) by not taking obligatory troop units. Keep in mind, this may impact your other strategic options negatively still (Starting CP, potential Strands of Fate if you have accompanying Eldar armies).&lt;br /&gt;
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*&#039;&#039;&#039;Forge World&#039;&#039;&#039;: Though a bit of a premium, many of the Eldar non-LoW units (that are left at least) are actually pretty solid units these days. Neither overpowered nor overpriced (point wise), units like the Shadow Spectres, Hornets and Wraithseers can actually get some reasonable work done in many more situations than some of your core units can currently. And, of course, the resin they&#039;re made out of is much better quality than the fine-crap the majority of your other Aspect Warriors are made of. Having said that, don&#039;t go too crazy and build your entire army out of FW stuff; you&#039;ll never know if/when GW suddenly decides to pull the plug and banish these premium-priced models to Legends.&lt;br /&gt;
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===Army Composition===&lt;br /&gt;
These are specific builds that focus on a particular &#039;&#039;Aspect&#039;&#039; of strength.&lt;br /&gt;
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*&#039;&#039;&#039;Bikers&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Wraithhost&#039;&#039;&#039;: You sell your soul to the imperium of man in order to be an &amp;quot;Adeptus Custeldar&amp;quot; with psykers (though not quite as innately resistant). You&#039;ll hit like a truck both in melee (wraithblades and Wraithlords/seers) and short range shooting (wraithguard), though don&#039;t expect to cover much ground quickly. Probably the best you can wish in 9th in order to maintain your primary objectives cast protect on force-shield wraithguard for that sweet 3++ and you are good to go. If you want a genuine offensive presence, you should get a Wave serpent for each wraith blade/guard squad you want to threaten the enemy with or you will be moving 5&#039;&#039; with 10-12 range weapons while the enemy slowly whittles you down from afar. Wraithlords, Wraithknights and Wraithseers (to a lesser degree) can be kitted out with 36&amp;quot; and up range weaponry in order to fulfill your long range firepower needs, but you&#039;ll really want to pair a Farseer or two with them to make it work.&lt;br /&gt;
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*&#039;&#039;&#039;Aspect Warriors&#039;&#039;&#039;: Interestingly enough, using the units Eldar are most known for is a real way to get shit done. First turn charges, wiping a unit from the board with just a squad of Dark Reapers: basically, if you want to play the way Eldar were meant to be played, go down this route. Some caveats: basically every unit is a) extremely, extremely good at one thing, and b) are about as durable as a sandcastle. If you do not use these units as they are meant to be used, they will die horribly. They do not forgive small mistakes. That being said, watching a Rhino explode when Fire Dragons barely look its direction is pretty funny.&lt;br /&gt;
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*&#039;&#039;&#039;Guardians&#039;&#039;&#039;:&lt;br /&gt;
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===Other Detachment Recommendations===&lt;br /&gt;
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===Allies===&lt;br /&gt;
The Aeldari are one of two umbrella xenos factions (the other being Tyranids) that have any access to allied forces, [[Drukhari]], [[Harlequins]] and the [[Ynnari]] in your case (and Corsairs, but they&#039;re practically squatted at this point). This grants you a fairly substantial range to supplement your forces and help compensate for any particular weaknesses you may find in your Craftworld list.&lt;br /&gt;
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*&#039;&#039;&#039;Drukhari&#039;&#039;&#039;: My god can this faction combination create some fast games. Take a Farseer on Skyrunner, some Vypers and some mandatory Dire Avengers for a patrol detachment, bring 2 other Drukhari Patrols (which they get for free CP) of reavers, wyches in raiders each with a Succubus and go to town. The reaver jetbikes are superior to yours with the ability to take special weapons and hit harder in combat, plus their combat drugs and power from pain means they can last longer too. This army works because you will charge your opponent turn 1. You will tag down their tanks with squads of bikes, you will smite and executioner their units to death, and you will laugh as you zip around the board to any place you need to be. The Vypers are important for anti- tank but you can also bring a Crimson Hunter AND a Razorwing jetfighter for total aerial domination. Having great fun playing this army. &lt;br /&gt;
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*&#039;&#039;&#039;Harlequins&#039;&#039;&#039;: You can take a Patrol detachment of these guys for any Battalion or larger of Asuryani you field at no penalty what-so-ever. If you want to focus on the Asuryani gunline units like Dark Reapers or Fire Prisms, you can take a few Harlequin Troupes to serve as your extremely killy front-line assaulters. Alternatively, double down on your lethality and support them with Howling Banshees and Striking Scorpions to slice apart melee-deficient factions like the Necrons or T&#039;au.&lt;br /&gt;
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*&#039;&#039;&#039;Ynnari&#039;&#039;&#039;: If you have dreams of a truly united Eldar force, the Ynnari will be your best friend. As one of the few (if not the only) faction in the game that lets you mix and match units from different armies in the same detachment (with &#039;&#039;minor&#039;&#039; restrictions and/or caveats), you really can cherry pick the best units for the job you have in mind.&lt;br /&gt;
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==Matchups and Counterplay==&lt;br /&gt;
Last but not least, here are some general tactics and counterplay advice on dealing with the various factions you may find yourself facing.&lt;br /&gt;
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===Imperium===&lt;br /&gt;
*&#039;&#039;&#039;Space Marines&#039;&#039;&#039; - The Codex giveth, and GW taketh away. With your new Codex, many of your weapons got a bump to be able to handle Space Marines. Now, with the new Armor of Contempt rule, all those extra pips of AP your weapons received in the codex pretty much mean nothing against Marines now. With &#039;&#039;all&#039;&#039; AP being reduced by a value of 1 against nearly the entire SM Codex, even your Shuriken Crits are less effective than they used to be. Fortunately, at least your forces are generally more lethal &#039;&#039;and&#039;&#039; durable to compensate. Now that all of your Aspect Warriors at least have a baked in 5++ save, your specialists all have a chance of shrugging off most conventional weaponry that would absolutely otherwise kill them. It&#039;s no reason to become complacent though; Space Marines absolutely still have the tools to reliably drop your infantry with their standard weaponry at range or up close. Despite the recent buff to their armour, your Guardians and Scorpions can still do work with the sheer number of attacks and mortal wound output they can generate (respectively). Banshees are a good option if you&#039;re looking to engage them in melee. Victory will be obtained by striking first and striking hard; if you can dictate the engagement, you&#039;ll have much greater odds of cleaning up key Space Marine units before they can wreak terrible havoc on your forces. Unfortunately, this bites both ways. If you lose initiative or allow your opponent opportunities to shoot or charge your forces unimpeded, you &#039;&#039;will&#039;&#039; suffer dramatically for it. Lastly, keep an eye on your opponent&#039;s chapter; though Space Marines in general are one of the most flexible factions in the game, each mainline chapter has a particular specialty. Avoid playing into their strengths while you search for weaknesses to exploit.&lt;br /&gt;
**&#039;&#039;&#039;Deathwatch&#039;&#039;&#039; - The Space Marines designed to slaughter anything not human (heretic or no), and they certainly pack the tools to do it. Try to spam Mortal Wounds against Kill Teams utilizing a Terminator or Storm Shield to tank high AP hits before you light up whatever&#039;s left of their squad and beware the hell of their Frag Cannons.&lt;br /&gt;
**&#039;&#039;&#039;Grey Knights&#039;&#039;&#039; - Everybody&#039;s a psyker and everybody is able to kill you at range or in melee. They&#039;re one of two factions in the entire game that can spam Smite, though most non-elite units will only deal a single mortal wound. Save your denial roles for powers from their disciplines and engage them at range; they&#039;re significantly less dangerous and have a relative lack of dedicated gunline units. As an elite subdivision of an already elite faction, you won&#039;t find it hard to outnumber whatever force your opponent is bringing to bear. With the introduction of their Tides (combat doctrines), you&#039;ll want to pay attention and avoid engaging them in matchups that compliment their current tide. You can prevent them from changing their current Tide by denying any of their Psykers attempting to use Warp Shaping.&lt;br /&gt;
*&#039;&#039;&#039;Astra Militarum&#039;&#039;&#039; - A horde-friendly army with no shortage of heavy armor, Astra Militarum can spam bodies and tanks from table edge to table edge and be cost effective doing it. Their main weakness is a mediocre ballistic skill and generally non-existent weapons skill (with a few select exceptions), but they make up for it by being able to fill the air with so many shots that you&#039;ll still lose something valuable by the end of the turn. Close Combat is a bit of a shortcoming for Guard players; Striking Scorpions in particular can reliably carve through them without support with their sheer number of attacks and innate 3+ save, assuming they survive any retaliating Guardsmen will struggle to do the same. Dealing with their Leman Russ tanks can be a bit trickier now that they can&#039;t really be tied up in melee, so ideally you&#039;ll want to use Wraithguard or Fire Dragons to pop them whenever possible. If you can get rid of any potential screening units, you can Webway Strike a squad of Wraithguard and drop them on top of a vulnerable tank to deal crippling or lethal damage to it. Alternatively, if you are looking for more cost effective options, a D-Cannon Support Platform can punch through heavy armor outside LoS. Lastly, the lynch-pin unit of many Guard lists are their &#039;&#039;officers&#039;&#039;. Whenever possible, try to focus down any officers to prevent them from supporting units with their signature Orders; a squad or two of Rangers can usually pick off any infantry officers within a turn or two while a Fire Prism or two can burn through any tank commanders hunkered downfield.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus&#039;&#039;&#039; - The Imperium&#039;s cyberpunk tech support is a mixed bag; very flexible and abundant special weapons make their basic troops particularly adept at handling virtually any standard threat while their heavier vehicles and servitors can weather no small degree of firepower before falling. Their Skitarii units share very similar statlines to aspect warriors like your Dire Avengers or Howling Banshees; reliable accuracy both at range and in melee make them significant offensive threats, but they also crumble easily enough to most standard weapons. Caution should be taken around their basic Vanguard troops; not only do they put out a significant amount of dakka, but they can also debuff the toughness of anything they engage in melee. For you, this means any S4 attacks coming in on your living infantry will wound them on a 2+, a &amp;quot;privilege&amp;quot; normally reserved for nurgling swarms. Ad Mech notably lacks much in the way of in-house psychic support and are vulnerable to your offensive powers.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Custodes&#039;&#039;&#039; - The most elite standard army you could face, bar a pure Imperial Knight list, that is an absolute nightmare to face in melee. Though they are exceptionally durable, they do have a bit of a weakness to mortal wounds, which cut through their fancy 2+/4++ and force them to use a 6+++ Feel no Pain. You also won&#039;t find it challenging to outnumber and outmaneuver them. Under ideal conditions, you don&#039;t want to attempt to match their close combat game under any circumstances, though in the event you&#039;re feeling suicidal, Striking Scorpions that get the drop on them can do work thanks to mortal wound output and volume of attacks. At range, which is your strength, focus on volume of fire with a decent amount of AP. Leave the guardians to sit on objectives (or the shelf at home), Dire Avengers, Warp Spiders, Night Spinners and such can throw some decent shots out at them. &lt;br /&gt;
*Do note they can also take Sisters of Silence, which will fuck with psychic abilities too. They&#039;re less of a threat in melee and come in with a similar statline to your own heavy infantry. However, they have an aura that gives a -1 to psychic tests, which stacks up to -3 in 18&amp;quot;, while also being unable to be affected by psychic powers at all and a slight bonus to attacking psykers. Warlocks in particular will have a bad time if they&#039;re caught on their own, though your typical anti-infantry weapons that&#039;ll work against the custodes will also shred these. Aim to do such before they get close.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Sororitas&#039;&#039;&#039; - Bolters, Flamers and Melta. The holy trinity abounds in the Sisters of Battle armies and should be expected whenever you see them take to the field. Using long range units like Rangers, Dark Reapers and Fire Prisms will let you engage the sisters well outside their conventional ranges which they&#039;ll struggle at. Despite their reliable saves, sisters are also notably squishy underneath all that armor and faith; massed fire from Guardian blobs, Dire Avengers, Windriders or War Walkers will invariably whittle through them reasonably well enough. If you&#039;re bringing psykers, keep in mind that much like the Grey Knights, every single unit of sisters can attempt to deny the witch. Unlike the Grey Knights, they are limited to only 1d6 for their denials, but they have several oppressive ways to buff their rolls and debuff your psychic tests if they&#039;re close enough. Keep your Warlocks at bay. Also worth noting they get Armour of Contempt too, just like marines which will let them ignore a point of AP.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights&#039;&#039;&#039; - Very big, very scary robots that can fuck your shit up sideways if approached carelessly. More often than not they&#039;ll be used to supplement detachments composed of the other Imperial factions (like the Adeptus Mechanicus, with whom they share a lot of synergy with), but they still occasionally are fielded as a pure-strain army. In the case of the later, you&#039;ll effortlessly be able to outnumber them and maintain much higher control over the table, giving you an advantage in objective-based game modes. Your Wraithguard, Fire Prisms, D-Cannon Support Weapons and Wraithknights can deal severe damage to them with enough support. You&#039;ll have no real trouble providing it either, as again they lack much in the way of stopping your Psykers from buffing or debuffing whatever you need so that you can reliably break through their defenses.&lt;br /&gt;
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===Chaos===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039; - These guys play similarly to regular Space Marines, albeit with a bit more of melee flavour that many of the same tactics that apply to them apply here as well. Key differences do start with their Daemon Engines, which regenerate automatically each turn if not completely destroyed, as well as the ability to summon in Daemon allies if they so desire. Overall this will be an easy matchup for now, given they&#039;ve got an old book and still have single wound marine models. Don&#039;t go too hard on &#039;em.&lt;br /&gt;
**&#039;&#039;&#039;Thousand Sons&#039;&#039;&#039; - The only other faction in the game that can spam Smite to hell and back and has enough native psychic potential to outclass your own. Multi-wound weapons are a must against these guys, as any 1-wound weapons actually increase their Rubric marine&#039;s saving throws by 1 (even the invuln save). Combine that with Armour of Contempt and they can be absurdly hard to shift. Tzaangors are actually fairly threatening to engage in melee against, so much like the Death Guard, you&#039;ll want to keep your distance as you lay fire upon their ranks. You&#039;ll want to save your deny the witches for any major psychic powers your opponent attempts to cast, even if it means eating a smite or two.&lt;br /&gt;
**&#039;&#039;&#039;Death Guard&#039;&#039;&#039; - Slow, thick and pestilent, Death Guard represents the best of what papa Nurgle has to offer; Disgustingly Resilient models that can tank hits left and right as they gradually creep across the table. High strength/AP weapons are a must, though guns that deal multiple wounds (like Starcannons and Reaper Launchers) will be less effective against them than regular marines, as they reduce the damage by 1. Howling Banshees, with the Exarch having an executioner and the power for +1 Damage to her melee weapon will shred them nicely though. You will have absolutely no trouble outrunning Death Guard units and keeping them from getting into combat with your &#039;&#039;much&#039;&#039; squishier infantry models. Their plague marines no longer have their FNP, making smite a decent option to get rid of them. Don&#039;t get too close though; with their new rules, your infantry will get wounded on 2&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039; A general rule of thumb with Chaos daemons is that they all rely almost entirely on their new Daemon Saves to deflect incoming attacks. Instead of Invulns, Daemons have two values for their Armour saves that cannot be ignored or modified in any way (barring mortal wounds, funnily enough) This is exacerbated by their generally lower toughness (T3 infantry on average, Chaos God dependent). To this end, you should prioritize maximizing the number of shots your units put out as opposed to harder hitting firepower, something you&#039;ve got an abundance of both of. You&#039;ll also want to bring a few psykers to both lay down mortal wounds to get through their Daemon Saves and to run interference against &#039;&#039;their&#039;&#039; psychic powers (particularly against Tzeentch). Be warned, there are now little if any penalties for souping Daemons together with the new Codex. Watch for Monster Mash combos and Tzeentch ranged attacks.&lt;br /&gt;
**&#039;&#039;&#039;Khorne&#039;&#039;&#039; - Notably the only daemon faction without Psykers (given how Khorne [[RAGE|hates]] them, this is unsurprising), Khorne daemons are particularly vulnerable to your psykers and mortal wound spam in general. As an army entirely focused on melee units, they are also very vulnerable to being picked off at range, something you should have absolutely no trouble accomplishing. Bring down any Skull Cannons they may have brought and stay the hell out of melee with these guys, given they&#039;ll go through any armour you&#039;ve got like paper.&lt;br /&gt;
**&#039;&#039;&#039;Nurgle&#039;&#039;&#039; - Their painfully slow movement speed will ensure you will have no trouble playing keep away the entire game. With the update, their Plaguebearers are now T5 with two wounds but are insanely pricey for what they do. Their nurglings lack ObSec, but their improved Beasts of Nurgle will automatically heal back to full wounds unless they&#039;re outright destroyed.&lt;br /&gt;
**&#039;&#039;&#039;Tzeentch&#039;&#039;&#039; - A buff to their Daemon save means most of their standard units benefit from a 3+ in range. Units to watch out for would be their Flamers and Blue Scribes, the later of which can make your Psykers permanently lose any power they fail at casting within 12&amp;quot; of them.&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh&#039;&#039;&#039; - The subjects of She-who-thirsts. Much like Khorne, Slaanesh daemons are dedicated melee combatants only with a heightened emphasis on speed over power. Suffice to say, pick them apart at range where you can. Swooping Hawks are a good choice with their ability to pretty much redeploy after shooting and guns that&#039;ll drown them in saves.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Knights&#039;&#039;&#039; - Evil Knights that individually are more flexible in their loadout than their imperial counterparts. As a dedicated Super-Heavy list, they are heavily limited by their minimal model count and being focus fired. Wraith units and D-Weapons in general are excellent Knight-B-Gone tools that can erase or cripple knights after a single volley. Psychic powers, namely Guide, Doom and Jinx are highly recommended to ensure every shot you make counts. Offensive powers like Smite are also great tools to bypass their toughness and armor/invuln saves. Special note, in a Battle-Forged Knight list, you can opt to use leadership buffs/nukes and Mind War against their nominated {{W40kKeyword|Character}} to lay down a large number of mortal wounds a turn. Defensively, hug LoS blocking terrain like your life depends on it; in many cases it does. You may also wish to place your more valuable units (like Wraithguard or Fire Prisms) in reserve so that they can be protected in the event you fail to get first turn.&lt;br /&gt;
*&#039;&#039;&#039;Renegades and Heretics&#039;&#039;&#039; - Effectively Chaos Imperial Guard, only worse due to their lackluster support due to being a Forgeworld faction. Much of what applies against the guard still applies with Renegades, though you&#039;ll need to keep aware of any potential allies they take as they&#039;ll likely present a greater threat. Especially given this faction&#039;s basically dead now too.&lt;br /&gt;
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===Xenos===&lt;br /&gt;
====Eldar====&lt;br /&gt;
*&#039;&#039;&#039;Craftworld Eldar&#039;&#039;&#039; - By now, you should have a solid idea on how they play, seeing as how that&#039;s what this entire page discusses. Try to focus on putting their aspect warriors in generally unfavorable matchups and focus on taking down their psychic support whenever possible. Rangers are especially good for picking off the odd warlock or possibly a spiritseer. Farseers will be more difficult, though. Do note that you should have no trouble at all dealing with the armour your own statline provides, or any of the other factions below. &lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar&#039;&#039;&#039; - Your edgy kin are just as fast and deadly as you, though they&#039;re a bit frailer and cheaper too. They lack any native psychic support, which gives you a slight advantage if you choose to go that route, but they make up for it by their units being a bit more flexible and deadly, especially in melee. Their poisoned weaponry doesn&#039;t give a damn about your Wraith units&#039; high toughness, so caution should be taken when facing large numbers of splinter rifle wielding kabalites. Wyches are equally deadly and surprisingly versatile, with the drugs they can take to enhance various aspects of them. A lot of their mobility comes from their transports, which can easily be popped by anything with a weapon that can remotely pull anti-tank duty. Once you do so, mopping up the infantry taking cover within should be no challenge in the slightest. Lastly be aware that your dark kin are well suited to exploiting any openings in your formation as you close around them, a misplaced unit of aspect warriors, or badly parked wave serpent can be enough dor them to snowball an advantage.&lt;br /&gt;
*&#039;&#039;&#039;Harlequins&#039;&#039;&#039; - Your clown cousins are probably the trickiest of your kin to deal with; their insane speed coupled with their universal 4++ invuln saves, along with the inability to reroll against them make it difficult to successfully wound them on the approach, especially since they can simply move through terrain and models to get to your dudes. Wraithblades and Wraithlords can overpower them in a straight up fistfight, but beware any Fusion Pistol, or even Neuro Disruptor wielding Troupes; they&#039;ll ruin your day. However, that massed bolter-equivalent fire that shreds your guardians? Those&#039;ll work just as well on the clowns too. Sure, AP might not mean anything at all to them but even five shuriken catapult shots against their coin-flip saves will typically drop a squad, if everything goes right. Swooping Hawks, literally anything with a flamer or scatter laser and Dire Avengers in particular have a good volume of fire and are reasonably prices and make for decent threats against them, along with any other source of massed attacks to overwhelm their saves. If you choose to engage them in melee though, for god&#039;s sake make sure you strike first. Conversely, so long as you focus down any Shadowseers your opponent may have brought, Smite spam, alongside executioner is a very reliable option that can dispose of entire troupe squads at a time.&lt;br /&gt;
*&#039;&#039;&#039;Ynnari&#039;&#039;&#039; - Ultimately, the Ynnari will play just like any of the prior eldar armies mentioned, only with an obvious predilection towards melee combat. They&#039;ll honestly probably be easier to deal with than if the player had just run those factions in their vanilla incarnations, since Ynnari lists sacrifice a lot of the original synergistic psychic and stratagem options for more generic, overpriced, situational and arguably useless equivalents.&lt;br /&gt;
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====Tyranids====&lt;br /&gt;
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*&#039;&#039;&#039;Genestealer Cultists&#039;&#039;&#039; - Unlike Imperial Guard (whom they may take as &amp;quot;allies&amp;quot; btw), many of the Genestealer units in this faction are &#039;&#039;not&#039;&#039; ideal targets to engage in melee. Between their Aberrants, Acolytes and Purestrain Genestealers, these guys will tear through your infantry (and even Wraith units, in the case of Aberrants) like tissue paper. Be extra cautious of squads deep-striking into your back lines and keep a Farseer paired with a squad of Dark Reapers to heavily discourage this tactic with the &#039;&#039;Forewarned&#039;&#039; stratagem. Lastly, you&#039;ll want to focus down any of their Patriarchs or other Psykers before they can cause havoc by disrupting your units.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids&#039;&#039;&#039; - These space bugs are well renowned for two things; hordes and monsters. Both are particularly adept at melee combat and many of their units can either match your speed or even surpass it. Try to keep your distance and focus down any Synapse Tyranids that you can. Take a care with their innate Shadow in the Warp, as it can particularly interfere with your Warlock&#039;s casting. Warlock Conclaves can overcome this by using their &#039;&#039;Concordance of Power&#039;&#039; stratagem to cast safely outside the range of SitW if needed.&lt;br /&gt;
**Keep tabs on any units like the Venomthrope or Malanthrope, who can buff nearby tyranids with to-hit modifiers and take them down as soon as possible. Fire Prisms excel at killing single-model units like these, the Linked Fire stratagem in particular deserving a mention. Dark Reapers, as ever, serve as a handy counter to hit-modifiers and can even be used as snipers with the appropriate exarch power.&lt;br /&gt;
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====Miscellaneous====&lt;br /&gt;
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*&#039;&#039;&#039;Necrons&#039;&#039;&#039; - Extremely tough metal skeletons that will. Not. Die. You&#039;ll need to focus down entire units at a time or they&#039;ll slowly start replenishing lost models and wounds thanks to their reanimation protocols and living metal respectively. They are particularly vulnerable to your vast array of psychic powers as the only way they can deny the witch is to upgrade their canoptek vehicles with Gloom Prisms, and get a bit of defence through a specific dynasty. Drowning their units with mortal wounds does deny them their reanimation, combine that with limited psychic defence and smite spam will do work versus them.&lt;br /&gt;
*&#039;&#039;&#039;Orks&#039;&#039;&#039; - A tough horde of [[Boyz]] who&#039;ll do their damnedest to close the distance and beat you to death in an ideal world. Though you can avoid a significant amount their ranged game due to your abundance of -1 to hit options and their abysmal ballistic skills, you should also not underestimate ranged lists in the slightest as they can and will wipe units through sheer volume of fire alone. Your Wraith units can safely tango in melee with Orks, though you&#039;ll want to keep an eye out for Power Klaws. For the rest of your infantry, use your superior speed to kite their units while dashing into cover wherever possible and pick away at them from range. Their relatively low armor saves makes them easy prey from these kinds of hit and run tactics, and particularly vulnerable to scatter lasers.&lt;br /&gt;
*&#039;&#039;&#039;Tau&#039;&#039;&#039; - Howling Banshees. These fine ladies can completely counter the typical Tau gameplan simply by charging them; Overwatch becomes meaningless and Banshees utterly hose any Tau unit they can engage in melee (granted, pretty much fucking anything will beat Tau in melee). With the ability to advance and charge on top of a base 8&amp;quot; movement, that&#039;s a very easy feat to achieve. Storm Guardians also have a natural affinity against the Tau, and they can dispel their Serpent Shield platform to shut down overwatch on a target they&#039;re ready to charge, but keep in mind they&#039;re not remotely as lethal as their Banshee sisters at the same job. They can, at least, pack a few Fusion Guns to deal with Tau vehicles and battlesuits. Lastly, Shining Spears. If you&#039;re concerned about Tau Battlesuits potentially leaping out of range or behind intervening cover to get away from your Banshees, Shining Spears will excel at hunting them down. Another solid strategy would be to focus on your psykers. Like the Necrons, Tau are virtually defenseless against the onslaught of powers you can churn out a turn. Do take as much a chance to deploy everything you can in deepstrike/reserves, Tau have some disgustingly good shooting that can ignore line of sight requirements.&lt;br /&gt;
*&#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; - Space dwarfs! While not exactly xenos, they aren&#039;t imperium aligned though are still technically human. They&#039;re a close-range shooting faction with some okay melee support. Slow, decent armour (Ignores a point of AP and also prevents rerolls for both wounds and damage. Don&#039;t bring doom on your Farseers.) and they&#039;ve got a mechanic that lets their to hit rolls auto-wound, which can go up to a 4+. On the bright side, you don&#039;t really care much about that last one, thanks to having a nigh-universal T3. Abuse your high mobility to weave in and out of cover, try and tie them up in melee and you should have a pretty good time actually. &lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
[[Category: Craftworld Eldar]]&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Planet_generator&amp;diff=380583</id>
		<title>Planet generator</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Planet_generator&amp;diff=380583"/>
		<updated>2023-05-11T08:34:25Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: Given there&amp;#039;s a LOT of canon systems (Konor, most Chapter home systems, half the RPG systems, Sol itself) with over half their planets settled, rewriting this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- If anyone knows of a source for this page before the Word doc found at http://i.4pcdn.org/tg/1372469235338.pdf, please leave me a message on my Talk page. I&#039;m trying to clean it up, and if there was an official book this originated from I&#039;d rather update it from that. [[User talk:Auroch|Auroch]] 15 March 2020 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium contains millions of settled planets. Such is the number of these planets that an almost limitless variety of environments can be created for the setting of your game. Below is detailed a method for generating planetary information, and a standardized layout for presenting the information. The steps below allow the generation of a planet within the Imperium that holds some form of settlement and society. &lt;br /&gt;
&lt;br /&gt;
Obviously, there are many more planets in the galaxy that are devoid of life than there are which bear civilisation: in any star system, usually only a few of the planets will be settled. Often most of the planets in a system are simply too inhospitable, even for the most inventive of colonists and most lengthy of terraforming projects. The steps detailed below for generating a planet will create a planet that is within the parameters where civilisation can be easily established, or made possible by the stubbornness of humanity and the technology of the Adeptus Mechanicus.&lt;br /&gt;
&lt;br /&gt;
Some of the steps have tables which allow you to randomly generate traits for the planet, all of which use a d100, and some of which will then require the rolling of one or more d10 to get a further definition. Other steps have no random tables, and are merely a suggestion of what kind of details you should create for the planet to make it complete and distinctive. &lt;br /&gt;
&lt;br /&gt;
When generating a planet you can use as many of the random tables as you wish, or you can simply select one of the options from each table. While it can be entertaining to randomly generate as many of the planet’s features as possible, a planet is sometimes being created because it is required for a particular scene or scenario in a game of Dark Heresy, so the randomly generated traits may not be suitable or desirable: the GM should ignore or reroll any features that do not suit the requirements or tone of the game being played, or simply select the most suitable. &lt;br /&gt;
&lt;br /&gt;
The details generated by this system provide only the basics of a planet’s size, geography and social basics. The details, colour and flavour must be added by the [[Dark Heresy]] GM (or other 40k RPG) and players as required by their campaign.&lt;br /&gt;
&lt;br /&gt;
Check out the [[System generator]] for fluffing the system the planet in question is present in. For Forge Worlds, use the [[Adeptus Mechanicus Forge World Creation Tables]] and the [[Dark Mechanicus Forge World Creation Tables]] as well for extra fluffing. If you are here from Astartes Chapter, Adepta Sororitas Order, Imperial Guard Regiment etc. creation tables and already rolled for planet terrain, you can fudge the rolls here as necessary.&lt;br /&gt;
&lt;br /&gt;
For an external source, we would recommend Role Generator&#039;s [https://www.rolegenerator.com/en/module/planets Planets module], which can be used for non-40k generation as well.&lt;br /&gt;
&lt;br /&gt;
== Class: ==&lt;br /&gt;
&lt;br /&gt;
The class of a world describes what type of planet it is, what kind of civilisation and society can be found on the planet, what level of technology is commonly used on the world, and what kind of relationship the people of the planet have with the Imperium.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Planet Class (d100)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 01-15&lt;br /&gt;
| &#039;&#039;&#039;Hive World:&#039;&#039;&#039; The most heavily-developed worlds in the Imperium, covered in hive arcologies, with populations often peaking at the tens or low hundreds of billions (though it can go much, much higher). Life is generally good on the surface, but generally sucks eggs on the underside and is just run-of-the-mill lower middle to upper middle class daily grind for the vast majority in the middle. The most heavily populated Hive Worlds are Ecumenopoli and the entire surface of the planet can be covered in hundreds of floors of buildings and go down potentially tens of kilometers underground. Needless to say, an Ecumenopolis Hive World has a frankly absurd population and needs to produce some manner of cheap and sufficiently energetic food to sustain itself to a certain degree if it doesn&#039;t have at least one Agri-world exporting crops to it (and sometimes even then some native food production is needed).&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this generator was made with the relatively densely-populated Calixis sector in mind. For other sectors, these worlds will be a much rarer sight, and it is pretty much a safe bet that if a sector only has one Hive World (that is to say, very rarely as most of the time every sub sector has one at least, if only for manpower requirement in the grimdarkness of the Milky Way Galaxy) it is the Sector (or Sub Sector) capital. If rolling multiple worlds, this world type needs at least one nearby Agri-world to feed its citizens.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 16-19&lt;br /&gt;
| &#039;&#039;&#039;Penal World:&#039;&#039;&#039; Class of Imperial world that functions as a military prison planet. A single such world&#039;s population consists entirely of criminals drawn from hundreds of different worlds. May double as a Mining World or Agri-World or have a similar low skilled and repetitive labor intensive trade, or simply exist as a one stop shop for [[Penal legion]] recruits (even then, they may still produce military gear if only to free up the actual industrial planets for more expensive stuff). &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 20-27 &lt;br /&gt;
| &#039;&#039;&#039;Agri-World:&#039;&#039;&#039; Lightly-urbanized worlds which have been completely converted for use in food production, be it natural or hydroponic; grain, vegetables, meat and hide, or the occasional alien fungus or maggot casserole. Sometimes ruled directly by the Administratum or under Mechanicus authority through a Knight House.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 28-32 &lt;br /&gt;
| &#039;&#039;&#039;Forge World:&#039;&#039;&#039; Overworked factory planets owned by the [[Adeptus Mechanicus]] to pump out all sorts of goodies for the Astra Militarum: Guns, Titans, Ships, Power armor, or simple consumer goods are all manufactured in continent-spanning manufactorums. [[Adeptus Mechanicus Forge World Creation Tables|The Adeptus Mechanicus Forge World Creation Tables]] aren&#039;t a bad supplement for this result.&lt;br /&gt;
&lt;br /&gt;
If rolling multiple worlds, this world type needs at least one nearby mining world to supply it with raw materials.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 33-38 &lt;br /&gt;
| &#039;&#039;&#039;Mining World:&#039;&#039;&#039; Metal and mineral-rich planets, covered in city-sized mines and refineries, producing a fuckton of raw materials for the local Forge world, possibly extracting plasma (for direct use or as a fusion catalyst for nuclear transmutation to needed materials) from the stars or rare gases from the Gas Giant they orbit as well. Often the retirement home and final resting place for criminals and &#039;criminals&#039; alike.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 39-44 &lt;br /&gt;
| &#039;&#039;&#039;Developing/Civilised World:&#039;&#039;&#039; &#039;Adolescent&#039; colony Worlds that just sort of sat there and were allowed to develop on their own before the IoM came around asking for tithes. Often highly balkanized and highly culturally diverse, yet decently developed with a population somewhere in the million-billion bracket, up to around 10 billion or so, and may have one hive city for a capital pushing the population maxing out at 15 to 20 billion or so. The balkanization is not strictly under national lines (indeed, the Administratum would prefer to deal with one governor and the factions of the planetary one world government rather than disparate states if the world is advanced enough) and the divide may be factionalism under a single planetary government, the factions being composed various nobles and the rich burghers or the purveyors of certain produced good for example.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 45-49&lt;br /&gt;
| &#039;&#039;&#039;Fortress World:&#039;&#039;&#039; Well-guarded and armed to the teeth, these worlds are the haunts of the best of the Astra Militarum, and may even be graced by a passing Space Marine chapter. Military service is often on these worlds what agriculture is on a primitive world: Everybody does it, has done it for generations, and will do it until everybody dies.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 50-53 &lt;br /&gt;
| &#039;&#039;&#039;Feudal World:&#039;&#039;&#039; Sword-and-Psykery worlds whose development peaked in the late medieval/early renaissance age, but stalled at gunpowder, castles, thatched roofing, and courtly intrigues, though it may be improving on its own. These worlds generally keep to themselves, unless something has gone seriously wrong.  If there is any Imperial presence here it will typically be limited to an [[Ecclesiarchy|Ecclesiarchial]] mission or an [[Imperial Knight]] house.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 54-58 &lt;br /&gt;
| &#039;&#039;&#039;Feral World:&#039;&#039;&#039; Wild, backwater worlds that only technically qualify as a colony, with nomadic hunter-gatherers fighting tooth-and-nail to live another day. May be a failed colony, or a plain Death World. Many inhabitants don&#039;t even know there &#039;&#039;is&#039;&#039; an Imperium, only that sometimes weird men come to recruit soldiers to fight in the Skyfather&#039;s wars in distant stars.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 59-64 &lt;br /&gt;
| &#039;&#039;&#039;Shrine World:&#039;&#039;&#039; So you go to church every Sunday? How about living there? How about having your whole planet being one mega-Vatican, covered in shiny gothic cathedrals and temples, and living and breathing its own brand of the Imperial Cult? Naturally, these worlds are often dominated by the Ecclesiarchy, and many a true believer from around the galaxy makes pilgrimage here.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 65-68 &lt;br /&gt;
| &#039;&#039;&#039;Cemetery World:&#039;&#039;&#039; Consecrated worlds that serve as the final resting place of the Martyrs and heroes of the Imperium. They may range from the mausoleums of a noble house or a brave Space Marine company, or the unmarked and paved-over field from a nearby hive world.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 69-73 &lt;br /&gt;
| &#039;&#039;&#039;Pleasure/Paradise/Garden World:&#039;&#039;&#039; Walled gardens where the rich and powerful can unwind and sow their oats, with the populace living to wait on them hand and foot, or step aside and make art, music, and pretty things. Often a beautiful place to live, as long as [[Slaanesh|nobody]] [[Chaos|takes it]] [[Heresy|too far.]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 74-76 &lt;br /&gt;
| &#039;&#039;&#039;Death World:&#039;&#039;&#039; If it&#039;s not the molecular acid rain, it&#039;s the Rape-spiders. These worlds are near impossible to live on. Anyone who can live here more than ten years would make a perfect Space Marine.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 77-80 &lt;br /&gt;
| &#039;&#039;&#039;Frontier World:&#039;&#039;&#039; A newly discovered, newly settled, poorly-explored world that&#039;s a bit rough around the edges. Usually, inhabitants must fend for themselves while their sponsor world focuses on other matters.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 81-83 &lt;br /&gt;
| &#039;&#039;&#039;Quarantined World:&#039;&#039;&#039; Something bad has happened here, but not quite bad enough for [[Exterminatus|Old Reliable.]] Instead, all access to this world has been cut off while the upstart WAAAGH!, crotchrot epidemic, or warp outbreak runs its course, one way or the other.&lt;br /&gt;
&lt;br /&gt;
Whatever happened, roll 1d100 on this table to establish this world&#039;s original class, before everything went to shit in a stain. If this is rolled then roll again to determine the original class, rerolling rolls of 93 and 94 as Forbidden Worlds are already quarantined by definition. If you hit 81, 82 or 83 again reroll, or maybe it was quarantined for a long time and records as to why have been lost or classified so the sector government is uncomfortable with lifting the quarantine but it is likely not bad enough to for a full Forbidden World.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 84-89 &lt;br /&gt;
| &#039;&#039;&#039;War World:&#039;&#039;&#039; You know the mantra. In the grim darkness, there is only war. There&#039;s only been war here for generations. It&#039;s likely nobody remembers what all the fighting is about, and the thing they&#039;ve been fighting over was long since destroyed, and that that thing is the planet itself.&lt;br /&gt;
&lt;br /&gt;
But it wasn&#039;t always this way. Roll 1d100 on this table to see what this world was originally like before one thing led to another. If this is rolled then either roll again or maybe the fightings been happening here for so long that it&#039;s literally always been at war as far as records are concerned&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 90-92&lt;br /&gt;
| &#039;&#039;&#039;Dead World:&#039;&#039;&#039; Be it naturally barren, [[Tyranids]], [[Exterminatus]], natural disaster, unsustainable living, the end result is the same: No atmosphere, no civilization, not a cell of life to be found, short of Terraforming which will probably take decades at the bare minimum.&lt;br /&gt;
The vast majority of planets are lifeless, but this particular world was once inhabited. Roll 1d100 on this table to establish this world&#039;s original class. If this is rolled again then it&#039;s always been dead (classifying as a Barren World which was incapable of supporting life in the first place and significantly raising potential mining resources), but that wont stop the Imperium if it really wants to set-up here for some reason.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 93-94 &lt;br /&gt;
| &#039;&#039;&#039;Forbidden World:&#039;&#039;&#039; As on a Quarantine world, for one reason or another, Imperial Authority has barred access to this world. Usually a very good reason. So good they won&#039;t tell you what it is. They have a good reason for that, too. They can tell you it, but only if you ask, and anyone asking that many questions is either an Inquisitor or a heretic.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 95-98 &lt;br /&gt;
| &#039;&#039;&#039;Xenos World:&#039;&#039;&#039; This world is the homeworld or colony of a primitive xenos race, and lies outside the control of the Imperium of Man. Usually tolerated as long as they pose no threat to the Imperium, and aren&#039;t sitting on anything too valuable. Occasional orbital bombardment to break up larger gatherings and keep technology low might be undertaken. If the Xenos race, no matter how minor or peaceful, begins the stage where it starts to have large amounts of Psykers popping up then they may be cleansed for safety of the Imperial domain. May also be an Exodite world under a deal between the resident Craftworld and the sectors Imperial government to be left alone or even a filthy Tau (or other Regional Xenos Power) colony that was left to them for strategic reasons or as a peace treaty as there are more important frontlines to send resources and manpower towards.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;white-space: nowrap;&amp;quot; | 99-100 &lt;br /&gt;
| &#039;&#039;&#039;Gas Giant:&#039;&#039;&#039; A giant planet made mostly of hydrogen and helium gas, with no solid ground to speak of. If anyone lives here, they live in the drifting cloud cities. More likely, though, it&#039;s the myriad of moons these planets tend to have, that have been settled. If you really like this table, you&#039;ll really like this type of planet. If the planet size is rolled very high, you can rule it to be a Brown Dwarf rather than a Super Jupiter. Check out the [[System generator]] table for a better way to determine whether its a (relatively) small Gas Dwarf, a regular Gas Giant, a Gas Titan or a Brown Dwarf.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tech Level: ==&lt;br /&gt;
The level of technology common on a planet will determine its society and economy, and will limit what is available to be bought and traded there. The tech level given for a world is not an absolute limit on what can be found there; it is simply a measure of what technological level the indigenous people possess, and is what is most common on the world. An ‘Industrial’ world can still have a spaceport in orbit and a ‘High Imperial’ settlement as its capital; the mass of the locals are simply kept at the lower level so that they may be more easily controlled and administered.&lt;br /&gt;
&lt;br /&gt;
The tech level of a planet is determined by generating a value based on the class of the world. Find the class on the first table below, and use the listed value to determine the planet’s tech level, as defined on the second table.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Tech Value&lt;br /&gt;
|-&lt;br /&gt;
! Hive&lt;br /&gt;
| 36+2d10 (Hive worlds are very likely to have a disparity between the Upper and Lower hives, though it&#039;s mostly a matter of wealth)&lt;br /&gt;
|-&lt;br /&gt;
! Penal&lt;br /&gt;
| 15+3d10&lt;br /&gt;
|-&lt;br /&gt;
! Agri&lt;br /&gt;
| 15+3d10 (Agri worlds are likely to tech have disparity between the Capital and the rest of the planet)&lt;br /&gt;
|-&lt;br /&gt;
! Forge&lt;br /&gt;
| 50+1d10&lt;br /&gt;
|-&lt;br /&gt;
! Mining&lt;br /&gt;
| 15+4d10 (Mining worlds may have disparity between the Capital and rest of the planet and if you roll low you can fluff it as such)&lt;br /&gt;
|-&lt;br /&gt;
! Developing&lt;br /&gt;
| 20+2d10 (Civilized worlds may have disparity between the Capital and rest of the planet and the capital can be up to High Imperial)&lt;br /&gt;
|-&lt;br /&gt;
! Fortress &lt;br /&gt;
| 40+2d10&lt;br /&gt;
|-&lt;br /&gt;
! Feudal&lt;br /&gt;
| 5+1d10&lt;br /&gt;
|-&lt;br /&gt;
! Feral&lt;br /&gt;
| 1d10&lt;br /&gt;
|-&lt;br /&gt;
! Shrine&lt;br /&gt;
| 20+4d10&lt;br /&gt;
|-&lt;br /&gt;
! Cemetery&lt;br /&gt;
| 20+3d10&lt;br /&gt;
|-&lt;br /&gt;
! Pleasure&lt;br /&gt;
| 35+2d10&lt;br /&gt;
|-&lt;br /&gt;
! Quarantined/Dead&lt;br /&gt;
| Use prev. class&lt;br /&gt;
|-&lt;br /&gt;
!War&lt;br /&gt;
| Prev. class &amp;lt;br&amp;gt;or 20+2d10&lt;br /&gt;
|-&lt;br /&gt;
! Death&lt;br /&gt;
| 4d10&lt;br /&gt;
|-&lt;br /&gt;
! Frontier&lt;br /&gt;
| 15+2d10&lt;br /&gt;
|-&lt;br /&gt;
! Forbidden&lt;br /&gt;
| 6d10 ±1d5 (for edge cases such as a roll of 6 to make a stone age forbidden world)&lt;br /&gt;
|-&lt;br /&gt;
! Xenos&lt;br /&gt;
| 6d10 ±1d5 (for edge cases such as a roll of 6 to make a stone age xenos species, high rolls can fluff it as Regional Xeno Power or an Eldar Exodite world)&lt;br /&gt;
|-&lt;br /&gt;
! Gas Giant&lt;br /&gt;
| 30±4d10&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
\*Quarantined worlds and Dead worlds are worlds that previously had another class before being subjected to whatever event gave them their current class. Use the value for the planet’s original class. War Worlds are the same, except that a backward world can&#039;t sustain total war conditions without a tech upgrade; use prev class for what tech it had before the outbreak of the war, *but* if it was formerly Feral or Feudal, roll 20+2d10 for the tech the war is being fought with, or rule it as Low, Mid or High Imperial if the war is to a scale where off world Imperial Forces had to intervene in. Also note that Gas Giants orbital habitats need a relatively high level to function and low rolls can be assumed to be one of its likely numerous moons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Tech Level&lt;br /&gt;
|-&lt;br /&gt;
! 01-05&lt;br /&gt;
| &#039;&#039;&#039;Stone Age:&#039;&#039;&#039; Inhabited by people who live in small family groups, dwell in caves or rough shelters and use only the most basic of tools made of stone. People survive by hunting and gathering.&lt;br /&gt;
|-&lt;br /&gt;
! 06-10&lt;br /&gt;
| &#039;&#039;&#039;Bronze/Iron Age:&#039;&#039;&#039; The people have started to learn how to shape and work bronze, and later iron to make more effective tools and weapons. They are also living in more substantial and sturdy buildings. Hunting and gathering is still common, though small farms may be seen dotted about.&lt;br /&gt;
|-&lt;br /&gt;
! 11-15&lt;br /&gt;
| &#039;&#039;&#039;Steel Age:&#039;&#039;&#039; The use of iron has evolved into the manufacture of alloys to make steel for weapons, armour and tools. Farming and trade are ways of life for most people, and civilization has started to gather in fortified villages and towns. The ruling classes live in large stone castles. Communication networks of couriers and carrier birds are common.&lt;br /&gt;
|-&lt;br /&gt;
! 16-20&lt;br /&gt;
| &#039;&#039;&#039;Pre-Industrial:&#039;&#039;&#039; The underclass lives mostly by farming, and there is a richer class starting to make use of new technologies and mechanical devices to aid in manufacturing. Printing presses make education and distribution of information more efficient.&lt;br /&gt;
|-&lt;br /&gt;
! 21-25&lt;br /&gt;
| &#039;&#039;&#039;Industrial:&#039;&#039;&#039; Has completely moved on from small farms and independent manufactories. Everything is mechanized and automated. The population mostly lives in large cities, and computers are starting to become common in all things. Solid projectile weapons are the norm for military forces, and advanced armour has started to appear for personnel and vehicles. At the very end of this stage, nuclear power and advanced computing systems can be found.&lt;br /&gt;
|-&lt;br /&gt;
! 26-30&lt;br /&gt;
| &#039;&#039;&#039;Early Space:&#039;&#039;&#039; Has developed basic space flight, and may have established settlements on its own moons, and even close neighboring planets in the same system. Basic las weapons and early coilguns may have been developed. Beyond this point, it is almost a guarantee that the multicultural empires and nation states of earlier periods vanish in favor of planetary unification (this may occur earlier if an empire is sufficiently successful, out of necessity to combat a Xenos invasion or through shrewd negotiations).&lt;br /&gt;
|-&lt;br /&gt;
! 31-35&lt;br /&gt;
| &#039;&#039;&#039;Advanced Space:&#039;&#039;&#039; Has explored their own system, and colonised any viable planets to be found there. Las weapons are common, and cybernetics are starting to become practical.&lt;br /&gt;
|-&lt;br /&gt;
! 36-40&lt;br /&gt;
| &#039;&#039;&#039;Warp Space:&#039;&#039;&#039; Has seen the development of warp drives and Geller fields, and the inhabitants are capable of traveling the galaxy beyond their own system. Powerful computers are common. Cybernetics and advanced medical techniques have been developed that border on Imperial level augmentation and rejuvenants. Primitive models of more advanced weapons, like plasma and needle weapons, are rare but present.&lt;br /&gt;
|-&lt;br /&gt;
! 41-45&lt;br /&gt;
| &#039;&#039;&#039;Low Imperial:&#039;&#039;&#039; The advanced technologies of the Imperium start to be seen, but are not always available. Standard issue and common weapons and armour can be easily found, but rare, expensive or very high tech items are still unavailable most of the time (no items with rare or very rare availability can be found on these worlds), though the PDF will likely have such weapons for their specialists.&lt;br /&gt;
|-&lt;br /&gt;
! 46-50&lt;br /&gt;
| &#039;&#039;&#039;Mid Imperial:&#039;&#039;&#039; Most of the technology of the Imperium can be found. Only the most obscure or scarcely found items of technology can’t be found on these worlds (very rare availability items cannot be purchased). The PDF is guaranteed to pack plasma weapons and other demanding ordnance for its specialists. Most Imperial worlds are at this level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! 51-55&lt;br /&gt;
| &#039;&#039;&#039;High Imperial:&#039;&#039;&#039; The peak of Imperium technological advancement outside of the greatest hive worlds and Adeptus Mechanicus worlds. Anything and everything that can be bought on the open market can be found on these worlds, and the local troops have access to the most advanced weapons, armour and equipment such as hellguns, plasma weapons, power weapons, melta weapons, bolters and Carapace Armour can be found deployed to the PDF (and indirectly the Imperial Guard recruits) and Enforcers more commonly than other planets and the rich strata almost certainly equip their security forces with the open markets top end.&lt;br /&gt;
|-&lt;br /&gt;
! 56-60&lt;br /&gt;
| &#039;&#039;&#039;Advanced:&#039;&#039;&#039; Have access to limited or developing technology. In the Imperium of Man only the greatest hive worlds and forge worlds have this level of technology. Although it wouldn&#039;t be surprising if some Inquisitors, who at least can be trusted to not fuck up all the time by both their fellows and the Mechanicus, have a planet or two that run an actual research facility that legitimately researches new technology. Extremely advanced weapons and armour are available in this planet and its manufactora can produce some of the most demanding (and commensurately deadly) weapons available to mankind. Such weapons can include graviton/grav weapons, conversion beam weapons, photon-thruster weapons and ordnance special even for being Titan or Voidship grade. At its peak, the deadly Vortex weapons that tear open holes in reality can even be produced, but such materials need to be handled with extreme care. Further, who knows what manner of technological horrors a planet so blessed to have survived the Iron War, the Age of Strife, the Great Crusade, the Horus Heresy and the Long War so unusually intact, or at least was able to rebuild may contain?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Size of Star: ==&lt;br /&gt;
&lt;br /&gt;
The size of the star that a planet orbits can have a significant effect on the economy and military importance of the planet, as the gravity well projected by the star determines the size of the system’s warp zone.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Size (d100)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-05&#039;&#039;&#039;&lt;br /&gt;
|Tiny&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;06-15&#039;&#039;&#039;&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;16-75&#039;&#039;&#039;&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;76-85&#039;&#039;&#039;&lt;br /&gt;
|Large&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;86-95&#039;&#039;&#039;&lt;br /&gt;
|Huge&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;96-100&#039;&#039;&#039;&lt;br /&gt;
|Giant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Galactic Position: ==&lt;br /&gt;
&lt;br /&gt;
The coordinates which describe the planet’s location in the galaxy. The coordinates are given as 5 pieces of information, and is written with each separated by a slash, like this: AB/CDE/FG/123/456. &lt;br /&gt;
&lt;br /&gt;
The first two letters are used to indicate what Segmentum the planet is in. The codes used are: SO for Solar, OB for Obscurus, PA for Pacificus, TE for Tempestus and UL for Ultima. &lt;br /&gt;
&lt;br /&gt;
The next piece of information is a three letter code that indicates the sector of space that the planet is in. In the case of Calixis, CAL is used. Every sector of the Imperium has its own three digit code that is used in the coordinates of planets in that sector (presumably, they at least try to avoid repeats within Segmenta at least, the Imperium wouldn&#039;t have existed as long as it had if the Administratum were THAT bad). &lt;br /&gt;
&lt;br /&gt;
Third is a two letter code that indicates what sub-sector of the indicated sector the planet is in. Calixis’ sub-sectors use the following codes: PE for The Periphery, MM for the Markayn Marches, MA for Malfian, GR for Golgenna Reach, JR for Josian Reach, DM for Drusus Marches, AD for Adrantis and HA for Hazeroth.&lt;br /&gt;
&lt;br /&gt;
On the last page of this article is a chart of the Calixis Sector. This chart is divided into squares, each of which is 2 light years across. The squares are numbered across the bottom (Trailing) edge and up the left (Rimward) edge. These numbers are used as grid reference coordinates to indicate a planet’s location within the sector. &lt;br /&gt;
&lt;br /&gt;
The first three-digit number is used to indicate the planet’s grid reference along the Trailing edge. The second three-digit number is used to indicate the planet’s grid reference up the Rimward edge. The first two digits in each case indicates what square the planet is in, and the third digit is a measure of how many tenths of a square the planet lies into the square. Using this system it is easy to give the location of any planet in the Imperium. &lt;br /&gt;
&lt;br /&gt;
Obviously this system is not precise enough for stellar navigation, but it adequately fills the role of allowing us to plot a planet’s location for purposes of game-play.&lt;br /&gt;
&lt;br /&gt;
== Sector: ==&lt;br /&gt;
&lt;br /&gt;
The galaxy of the Imperium is divided into administrative sectors, each of which has its own sector governor and administratum infrastructure. While each sector’s administration and authority is obviously still beholden to the powers of Holy Terra, they are mostly self functioning and largely autonomous due to sheer scale involved. A sector usually also has a Conclave of the Inquisition assigned to watch over it, led by a Lord Inquisitor. If the sector has multiple Inquisitor Lords (presumably the majority of sectors due to sheer population involved) then the senior most Inquisitor Lord of an Ordo in the sector will be the Master, giving three for each major Ordo (Malleus, Xenos and Hereticus) and one Master will be promoted to Grandmaster of the Sector Conclave (the Master post is then filled by the next senior Inquisitor Lord of that Ordo).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sub-sector:&#039;&#039;&#039; All sectors are divided into sub-sectors, and this is which sub-sector the planet can be found in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Governor:&#039;&#039;&#039; One person on each planet is held responsible for the payment of the required tithe when the Imperium shows up to collect. The manner in which the planet is governed and the methods used to gather the tithe are beyond the concern of the Imperium. All the powers of Terra care to know of planetary politics is who the responsible individual is (the Sector, or at least Sub-Sector, government will pay more attention if there are troubles). The title used on the planet varies from place to place; ‘Governor’ is simply a generic title used for bureaucratic ease. Internally they may be President, Dictator, King/High King (but NEVER Emperor, that is super ultra Heresy for daring to claim any sort of closeness to the guy who is literally your God), Castellan or whatever, but as far as the Administratum is concerned, these are merely identifiers when compared to their actual post as a Governor of the Adeptus Terra.&lt;br /&gt;
&lt;br /&gt;
== Adepta Presence: ==&lt;br /&gt;
&lt;br /&gt;
The branches of the Adeptus Terra are present on different worlds in varying degrees. To determine what Adepta are present on a planet, and to what extent they are involved in the planet’s politics and daily life, consult the tables below. At each class of world each branch of the Adeptus Terra is listed with a dice value. Roll the indicated dice for each Adepta and consult the ADEPTA PRESENCE table below to determine the normal everyday presence and influence that Adepta has on the world.&lt;br /&gt;
&lt;br /&gt;
Following the tables there is a brief explanation of what each level of presence means. For purposes of simplicity, the Inquisition and Adeptus Ministorum are included here as well, even though they are not strictly branches of the Adeptus Terra. The system is very broken however, and you’re best of just using your own method to determine these numbers&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Adeptus\World !! Hive !! Penal !! Agri !! Forge !! Mining !! Developing !! Fortress !! Feudal !! Feral !! Shrine !! Cemetery !! Pleasure !! Death !! Frontier !! Quarantined / War / Dead / Forbidden&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Administratum&#039;&#039;&#039; || 4d10 || 2d10 || 2d10 || 2d10 || 2d10 || 1d10 || 5d10 || 1d5 || N/A || 2d10 || 1d10 || 2d10 || 1d10 || 1d5 || GM&#039;s Discretion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arbites&#039;&#039;&#039; || 3d10 || 4d10 || 1d10 || 1d10 || 1d10 || N/A || 3d5 || N/A || N/A || 1d10 || 1d5 || 2d10 || 1d5 || N/A || GM&#039;s Discretion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Astra Telepathica&#039;&#039;&#039; || 3d10 || 1d10 || 1d10  || 1d10 || 1d10 || 1d5 || 2d10 || 1d5 || 1d5 || 1d5 || 1d5 || 2d10 || 1d5 || 1d5 || GM&#039;s Discretion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Astronomica&#039;&#039;&#039; || 1d10 || 1d5 || 1d5 || 1d5 || 1d5 || N/A || 2d10 || N/A || N/A || 1d5 || 1d5 || 1d5 || 1d5 || N/A || &lt;br /&gt;
GM&#039;s Discretion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mechanicus&#039;&#039;&#039; || 2d10 || 1d10 || 1d10 || 5d10 || 3d10 || 1d10 || 3d10 || N/A || N/A || 1d5 || 1d5 || 2d10 || 1d5 || 1d5 || GM&#039;s Discretion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ecclesiarchy|Ministorum]]&#039;&#039;&#039; || 3d10 || 2d10 || 2d10 || 1d5 || 2d10 || 1d10 || 4d5 || 1d5 || N/A || 4d10 || 3d10 || 2d10 || 1d10 || 1d5 || GM&#039;s Discretion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inquisition&#039;&#039;&#039; || 3d10 || 1d10 || 1d5 || 1d5 || 1d5 || 1d5 || 1d25 || 1d5 || N/A || 1d5 || 1d5 || 1d5 || 1d5 || 1d5 || GM&#039;s Discretion&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For each Adeptus, the result you obtained corresponds to a line on this table, indicating how important is the presence of this adeptus :&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Roll Adepta Presence&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-03&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;None.&#039;&#039;&#039; No purpose at all best used for Xenos Worlds or Feral/Feudal Astartes homeworlds/recruitment worlds where they don&#039;t want interference.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;04-06&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Token.&#039;&#039;&#039; For administrative purposes only.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;07-09&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Slight.&#039;&#039;&#039; Specific duties; not involved in wider planetary affairs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;10-12&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Small.&#039;&#039;&#039; Involved, but quietly and unobtrusively.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;13-15&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Moderate.&#039;&#039;&#039; Has offices and planetary duties, and are widely known.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;16-18&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Notable.&#039;&#039;&#039; A powerful force in its own area of the planet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;19-21&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Significant.&#039;&#039;&#039; Controls its area, and has a say in wider planetary matters.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;22-24&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Major.&#039;&#039;&#039; A powerful and influential force throughout the planet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;25+&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dominating:&#039;&#039;&#039; One of, if not the, most powerful and influential forces on the planet.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Size: ==&lt;br /&gt;
&lt;br /&gt;
The size of a world is defined by its equatorial circumference. The smallest planets may have a circumference of only 5,000 kilometres, and the truly massive planets may reach 500,000 kilometres. (To provide a sense of scale, Holy Terra herself has a circumference of 40,000 kilometres).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Roll Size (in thousands of km)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-10&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Miniscule:&#039;&#039;&#039; 1d10+4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;11-20&lt;br /&gt;
|&#039;&#039;&#039;Tiny:&#039;&#039;&#039; 2d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21-35&lt;br /&gt;
|&#039;&#039;&#039;Small:&#039;&#039;&#039; 4d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;36-75&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Average:&#039;&#039;&#039; 10d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;76-85&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Large:&#039;&#039;&#039; (10d10)x2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;86-90&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Huge:&#039;&#039;&#039; (10d10)x3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;91-95&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Enormous:&#039;&#039;&#039; (10d10)x4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;96-100&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Massive:&#039;&#039;&#039; (10d10)x5&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Gas Giant Modifier: +55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Axial Tilt: ==&lt;br /&gt;
&lt;br /&gt;
The degree by which a planet leans to the side on its axis determines how severe its seasonal variations are. A planet with no axial tilt experiences no change of seasons, with a greater tilt causing greater variation in seasonal conditions. Thus, it gets hotter in the summer, and colder in the winter. The northern hemisphere will experience summer while the southern has its winter, and vice versa. &lt;br /&gt;
&lt;br /&gt;
For the table below, the planet&#039;s temperature is modified for its summer and winter, but stays as given for its autumn and spring. The rolled modifier is applied to both the maximum and minimum temperatures given, so, for instance, ±10°C to a 30°C world, with a 50°C equator would result in a seasonal range of 20°C to 40°C, with 40°C to 60°C equatorial temperatures.&lt;br /&gt;
&lt;br /&gt;
The seasonal modifier may move the temperature into another bracket on the temperature table. When this happens, the affects of the new bracket take effect.&lt;br /&gt;
&lt;br /&gt;
For reference, Earth&#039;s axial tilt is 23.4 degrees.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Tilt&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | d100&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Axial Tilt&lt;br /&gt;
! style=&amp;quot;font-weight:bold;&amp;quot; | Seasonal Variation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 01-05&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 06-15&lt;br /&gt;
| Slight (1-5°)&lt;br /&gt;
| ± 5°C/41°F&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 16-30&lt;br /&gt;
| Notable (6-15°)&lt;br /&gt;
| ± 10°C/50°F&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 31-70&lt;br /&gt;
| Moderate (16-25°)&lt;br /&gt;
| ± 20°C/68°F&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 71-85&lt;br /&gt;
| Large (26-35°)&lt;br /&gt;
| ± 40°C/104°F&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 86-95&lt;br /&gt;
| Severe (36-45°)&lt;br /&gt;
| ± 60°C/140°F&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 96-100&lt;br /&gt;
| Extreme (46°+)&lt;br /&gt;
| ± 80°C/176°F&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Length of Day: ==&lt;br /&gt;
&lt;br /&gt;
The length of a planet’s day, the time taken for it to complete a single revolution around its polar axis, is given as a number of standard hours. The roll to randomly determine the length of a planet’s day gets a modifier based on the size of the planet:&lt;br /&gt;
&lt;br /&gt;
Size Modifier&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Size Modifier:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miniscule&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-30&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tiny&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Huge&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enormous&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+30&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Massive&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+50&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Length of Day (d100)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-05&#039;&#039;&#039;&lt;br /&gt;
|1d5 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;06-15&#039;&#039;&#039;&lt;br /&gt;
|1d10 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;16-25&#039;&#039;&#039;&lt;br /&gt;
|2d10 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;26-35&#039;&#039;&#039;&lt;br /&gt;
|3d10 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;36-45&#039;&#039;&#039;&lt;br /&gt;
|4d10 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;46-65&#039;&#039;&#039;&lt;br /&gt;
|5d10 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;66-75&#039;&#039;&#039;&lt;br /&gt;
|6d10 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;76-85&#039;&#039;&#039;&lt;br /&gt;
|7d10 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;86-90&#039;&#039;&#039;&lt;br /&gt;
|8d10 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;91-95&#039;&#039;&#039;&lt;br /&gt;
|9d10 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;96-100&#039;&#039;&#039;&lt;br /&gt;
|10d10 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;101-120&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x2 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;121-150&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x3 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Length of Year: ==&lt;br /&gt;
&lt;br /&gt;
The length of a planet’s year is given as the number of Terran days it takes to complete one full rotation of its local star. Divide the rolled number by 365 to see how many Terran years this is. To determine how many local days make up a local year, simply multiply the number of days in the year by 24, then divide that number by the length of the planet’s day.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Length of Year (d100)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-10&#039;&#039;&#039;&lt;br /&gt;
|10d10 Terran days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;11-20&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x2 Terran days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21-30&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x3 Terran days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;31-40&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x4 Terran days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;41-50&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x5 Terran days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;51-60&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x6 Terran days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;61-70&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x7 Terran days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;71-80&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x8 Terran days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;81-90&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x9 Terran days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;91-100&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x10 Terran days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Satellites: ==&lt;br /&gt;
&lt;br /&gt;
Now determine how many orbiting satellites the planet has. Satellite can have their own terrain, atmosphere and other details generated randomly as well if you so wish. &lt;br /&gt;
&lt;br /&gt;
The roll to determine the number of satellites orbiting a planet gets modified by the size of the planet:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miniscule&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-30&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tiny&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Huge&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enormous&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+30&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Massive&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gas Dwarf&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+50&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gas Giant&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+60&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gas Titan&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+70&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brown Dwarf&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+80&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Number of Satellites (d100)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-20&#039;&#039;&#039;&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21-40&#039;&#039;&#039;&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;41-70&#039;&#039;&#039;&lt;br /&gt;
|1d5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;71-80&#039;&#039;&#039;&lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;81-90&#039;&#039;&#039;&lt;br /&gt;
|2d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;91-100&#039;&#039;&#039;&lt;br /&gt;
|3d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;101-110&#039;&#039;&#039;&lt;br /&gt;
|4d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;111-130&#039;&#039;&#039;&lt;br /&gt;
|5d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;131-150&#039;&#039;&#039;&lt;br /&gt;
|6d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gravity: ==&lt;br /&gt;
&lt;br /&gt;
Most planets that have civilization on them have a gravity that is equal to Terran gravity, or close enough that humanity can easily adapt to life there. Extreme worlds that are populated tend to have the habitats in artificial gravity, though if they are low tech the population maybe a form of abhuman suitable to live here (with the normal humans presiding over or living alongside the abhuman population presumably in the capital with higher tech in artificial gravity zones).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Roll Gravity Level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-05&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Very Light (0.1 to 0.5 G):&#039;&#039;&#039; Don&#039;t trip and fly into orbit! +4 Agility bonus for movement, +8 to Strength and Toughness levels for Encumbrance, +4 Strength for Throwing. Jumping and leaping distances get quadrupled, fall damage gets quartered.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;06-15&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Light (0.5 to 0.7 G):&#039;&#039;&#039; Lightfooted. +2 Agility bonus for movement, +4 to Strength and Toughness levels for Encumbrance, +2 Strength for Throwing. Jumping and leaping distances get doubled, fall damage gets halved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;16-90&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Standard (0.8 to 1.2 G):&#039;&#039;&#039; Normal or easily adaptable. No modifiers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;91-95&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Heavy (1.3 to 1.5 G):&#039;&#039;&#039; A bit of a workout. -2 Agility bonus for movement, -4 to Strength and Toughness levels for Encumbrance, -2 Strength for Throwing. Jumping and leaping distances get halved, fall damage gets doubled.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;96-100&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Very Heavy (1.5 to 2 G):&#039;&#039;&#039; Don&#039;t trip and shatter your bones! -4 Agility bonus for movement, -8 to Strength and Toughness levels for Encumbrance, -4 Strength for Throwing. Jumping and leaping distances get quartered, fall damage gets quadrupled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Atmosphere: ==&lt;br /&gt;
&lt;br /&gt;
The gasses that make up a planet’s atmosphere are numerous, and occur in varying degrees and proportions. A detailed description of a planet’s atmospheric makeup is not necessary for gaming purposes; we need only be concerned with whether or not humans can breathe easily, and how dangerous the air is if it is not within the range that is conducive to human respiration.&lt;br /&gt;
&lt;br /&gt;
Gas Giant Modifier +60&lt;br /&gt;
Roll Atmosphere&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Atmosphere&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-70&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Normal:&#039;&#039;&#039; Safe to breathe&lt;br /&gt;
|-&lt;br /&gt;
|71-85&lt;br /&gt;
|&#039;&#039;&#039;Bearable:&#039;&#039;&#039; A Bearable atmosphere can be breathed normally for a short time, but carries a slight abnormality, will create an unfavourable taste in the mouth, and will prove fatal if breathed for too long. Any character subject to such an environment without a respirator or rebreather can breath normally for a number of hours equal to their Toughness bonus, and must then return to a normal atmosphere (natural or artificial). Being subject to a bearable atmosphere for any longer will give the character one fatigue level per hour. Once the character falls unconscious due to fatigue they will die one hour later if not provided with proper air to breathe.&lt;br /&gt;
|-&lt;br /&gt;
|86-92&lt;br /&gt;
|&#039;&#039;&#039;Tainted:&#039;&#039;&#039; A Tainted atmosphere is even more dangerous. A character can only breathe a tainted atmosphere for a number of minutes equal to their Toughness bonus, and then gain a fatigue level per minute longer. Once unconscious due to fatigue, the character will die one minute later if still in the tainted atmosphere.&lt;br /&gt;
|-&lt;br /&gt;
|93-97&lt;br /&gt;
|&#039;&#039;&#039;Poisonous:&#039;&#039;&#039; A Poisonous atmosphere is made up of gasses that are quickly lethal to humans. A character can only survive unhampered in such conditions for a number of rounds equal to their Toughness bonus, and then gain a level of fatigue each round until unconscious. They will die after one more round in the poisonous atmosphere.&lt;br /&gt;
|-&lt;br /&gt;
|98-100&lt;br /&gt;
|&#039;&#039;&#039;Deadly:&#039;&#039;&#039; In a deadly atmosphere, a character will survive for a number of rounds equal to their Toughness modifier, gaining a fatigue level each round, and will then die instantly. At the GMs discretion, the natives of a planet, through evolutionary change, may be able to endure a bearable, tainted or poisonous atmosphere without penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hydrosphere: ==&lt;br /&gt;
The hydrosphere of a planet is how much water the surface and the atmosphere contains. This can be water vapour in the air, streams and rivers, lakes, seas and oceans.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Hydrosphere&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;01-10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Waterless:&#039;&#039;&#039; This world is completely deprived of water. Bring your own bottles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;11-20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Parched:&#039;&#039;&#039; This world Has some water but it is hard to locate and make use of. Perhaps all of the planet’s moisture is vapour in the air which must be farmed, or held in reservoirs deep underground and must be mined.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;21-35&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Arid:&#039;&#039;&#039; This world is mostly dry, having large desert landmasses, infrequent rainfall, and a peppering of oases. There is also usually a substantial water table underground which can have wells dug into it. There will be some small seas and oceans.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;36-55&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average:&#039;&#039;&#039; This world has appreciable oceans, seas, lakes and rivers, and gets frequent rainfall, but also sees its fair share of inland deserts.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;56-70&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Damp:&#039;&#039;&#039; This world has swollen seas and oceans, with a high sea level resulting in vast inland seas. The broken-up continents get average to high rainfall, but soak up the moisture like a sponge, making it damp year-round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;71-80&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Moist:&#039;&#039;&#039; This world has enormous oceans, a ton of rainfall, permanently sodden ground, and likely something big, toothy and tentacle-y lurking in those bogs and jungles.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;81-90&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Watery:&#039;&#039;&#039; This world is mostly ocean, with only a few island landmasses and microcontinents.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;91-100&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Aquatic:&#039;&#039;&#039; This world is one giant ocean, with no land whatsoever. Any settlements will have to take the form of underwater bubble-towns, drifting space yachts, or flying cloud-cities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temperature: ==&lt;br /&gt;
&lt;br /&gt;
The mean temperature of a planet is one of the most significant deciding factors on how much shelter and technological assistance humans require to comfortably survive there. Temperature is always given as a range, as there will invariably be variations from equator to poles, and through the seasons.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;01-05&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Bitter (-201°C/-330°F or lower):&#039;&#039;&#039; As cold as it gets. Maybe too cold for an atmosphere. Only the best heating and most complex equipment can keep the habs habitable. Going outside means flash-freezing and becoming part of the icy terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;06-10&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Cold (-200°C to -101°C/-328°F to -150°F):&#039;&#039;&#039; Chances are, this world is made of ice, and any &#039;oceans&#039; are either rock-solid, or not water at all. Giant heating networks and sealed structures are a must. If you find yourself outside, you&#039;d better be wearing top-of-the-line protective equipment. Any sad sod finding himself outside without at least 23 parkas lasts a number of rounds equal to their toughness bonus before re-enacting the end of The Shining.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;11-20&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Chilly (-100°C to -41°C/-148°F to -42°F):&#039;&#039;&#039; Cold, but not uninhabitable. Sealed buildings are still a good idea, but smaller heating systems should work just fine. Going outside requires exceptionally warm clothing but this planet is still likely to be inhabited in numbers larger than a few outposts. If unprotected, you&#039;ll last a number of rounds equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;21-35&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Frosty (-40°C to -11°C/-40°F to 12°F):&#039;&#039;&#039; Tundras and snowbound taigas abound, but the settlements only need minor tweaking -- small windows, thick walls, the usual. If unprotected, you&#039;ll last a number of minutes equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one minute.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;36-60&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average (-10°C to +30°C/14°F to 86°F):&#039;&#039;&#039; Humans are comfortable in normal clothing and need only the most basic of shelters to survive. Honestly just walk outside, chances are it&#039;ll be within this range.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;61-75&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Warm (+31°C to +50°C/88°F to 122°F):&#039;&#039;&#039; Depending on moisture, this world may either be a baked desert, a steamy jungle, or even a storm-wracked archipelago. Architecture will require plenty of cross-breeze. Tolerable until it hits the high forties but it&#039;ll still be dangerous if out of the shade too long. If unprotected, you&#039;ll last a number of minutes equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one minute.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;76-85&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tepid (+51°C to +100°C/124°F to 202°F):&#039;&#039;&#039; A world on the edge. Any hotter, and any water will just boil away. If outside and unprotected, you&#039;ll last a number of rounds equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;86-90&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Hot (+101°C to +150°C/204°F to 302°F):&#039;&#039;&#039; Any water has long since boiled away, leaving this a parched or waterless world. Vast power networks and strong construction are required to keep any sealed settlements reasonably cool. If you find yourself outside, you&#039;d better either be wearing top-of-the-line thermal protection. Otherwise, you&#039;ll last a number of rounds equal to your toughness bonus before boiling alive like a clam.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;91-95&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Roasting (+151°C to +300°C/304°F to 572°F):&#039;&#039;&#039; A scorcher, a tortured wasteland, an oven, where exposure and spontaneous combustion are synonymous.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;96-100&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Searing (+300°C/+572°F or more):&#039;&#039;&#039; Fire tornadoes and acid rain! Glass storms and semi-liquid rock hail! One of the most extreme environments imaginable. You can forget about any kind of life that&#039;s not inside a liquid nitrogen and ceramite bunker. Unless you&#039;re inside said bunker, or are part dragon, you&#039;re gonna burst into flame instantly, no matter what you&#039;re wearing.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain: ==&lt;br /&gt;
Some planets have a single dominant terrain type, a particular model that describes all of the land to be found on the planet. Other planets have more than one terrain present. Roll on the first table below to determine how many terrains the planet has, then generate each on the second table.&lt;br /&gt;
&lt;br /&gt;
You can divide a planet between different terrains by having more than one landmass with a terrain each, or simply divide a landmass into regions of each terrain. You could even overlap and mix different terrains. Exactly what the terrain will look like will depend on other factors, like the temperate and hydrosphere of the planet. You must decide yourself how the terrain manifests when combined with the other planetary traits. Also note that terrain is not exclusively made up of just one ore two things, but to a pilgrim or a tourist or an IG regiment that is being briefed this is what is generally expected.&lt;br /&gt;
&lt;br /&gt;
Gas Giants do not roll here as they have one terrain - gas clouds - whether or not something lies in the middle and what that  might be is up to GMs discretion, including possibly air floating continents.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Number of Terrains&lt;br /&gt;
|-&lt;br /&gt;
|01-20&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|21-40&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|41-60&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|61-80&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|81-100&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Terrain Types&lt;br /&gt;
|-&lt;br /&gt;
|01-05&lt;br /&gt;
|Grassland&lt;br /&gt;
|-&lt;br /&gt;
|06-10&lt;br /&gt;
|Savannah&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|Continual Forest&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|Broken Forest&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|Hills&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|Mountains&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|Plateaus&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|Dormant Volcanoes&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|Active Volcanoes&lt;br /&gt;
|-&lt;br /&gt;
|46-50&lt;br /&gt;
|Broken Rock&lt;br /&gt;
|-&lt;br /&gt;
|51-55&lt;br /&gt;
|Flat Rock&lt;br /&gt;
|-&lt;br /&gt;
|56-60&lt;br /&gt;
|Columns&lt;br /&gt;
|-&lt;br /&gt;
|61-65&lt;br /&gt;
|Moor&lt;br /&gt;
|-&lt;br /&gt;
|66-70&lt;br /&gt;
|Barren&lt;br /&gt;
|-&lt;br /&gt;
|71-75&lt;br /&gt;
|Swamp&lt;br /&gt;
|-&lt;br /&gt;
|76-80&lt;br /&gt;
|Caves&lt;br /&gt;
|-&lt;br /&gt;
|81-85&lt;br /&gt;
|Ravines&lt;br /&gt;
|-&lt;br /&gt;
|86-90&lt;br /&gt;
|Sandy&lt;br /&gt;
|-&lt;br /&gt;
|91-95&lt;br /&gt;
|Islands&lt;br /&gt;
|-&lt;br /&gt;
|96-100&lt;br /&gt;
|Cliffs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Climate: ==&lt;br /&gt;
&lt;br /&gt;
Created by the combined effects of the planet’s qualities, such as terrain, temperature and hydrosphere, the climate is a brief description of the prevalent conditions on the surface of the world. You will have to look at the contributing factors, imagine how they will interact, and give a brief description of what it is like on the planet. If you want the planet to have climactic variations, maybe for different regions, or through changing seasons, describe them here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Native Flora and Fauna:&#039;&#039;&#039;&lt;br /&gt;
If you wish, you can create the details of any native plant and animal life on the planet. Doing this can breathe some personality into a planet, bring it alive and make it distinctive from the millions of other planets in the Imperium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Countries and Continents:&#039;&#039;&#039;&lt;br /&gt;
How is the planet divided? Is the entire population united as a single political body, or are there rival or friendly factions or countries? Does land on the planet form a single mass, or does it form continents divided by oceans? These are details that you must decide based on the other features of the planet and the requirements the planet has to fill in your campaign.&lt;br /&gt;
&lt;br /&gt;
== Population:==&lt;br /&gt;
The population of a planet in the Imperium can vary from a few dozen settlers or scientists on a frontier world up to the billions on a hive world.&lt;br /&gt;
&lt;br /&gt;
Note that the Imperium does contain worlds with a population higher than that possible on the following table. The reason for the maximum on this table is that Dark Heresy is set against the backdrop of the Calixis Sector where the capital of Scintilla has, at 25 billion, the largest population in the sector. If you are generating a world that is to be set outside of the Calixis Sector, you may wish to extend or modify this table to create even larger populations.&lt;br /&gt;
&lt;br /&gt;
The roll to determine the population of a planet gets two modifiers applied, based on the class and size of the planet.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Planet Class Modifier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hive World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penal World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Agri-World&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forge World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mining World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Developing World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fortress World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Feudal World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Feral World&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shrine World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cemetery World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pleasure World&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quarantined World&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War World&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dead World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-30&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frontier World&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forbidden World&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Xenos World&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gas Giant&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-50&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Size Modifier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miniscule&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-30&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tiny&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Small&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Large&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Huge&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enormous&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+30&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Massive&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Roll Population&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-05&#039;&#039;&#039;&lt;br /&gt;
|10d10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;06-10&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;11-15&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;16-20&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x1,000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21-25&#039;&#039;&#039;&lt;br /&gt;
|(10d10)x10,000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;26-30&#039;&#039;&#039;&lt;br /&gt;
|1d5 million&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;31-35&#039;&#039;&#039;&lt;br /&gt;
|1d10 million&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;36-40&#039;&#039;&#039;&lt;br /&gt;
|5d10 million&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;41-50&#039;&#039;&#039;&lt;br /&gt;
|10d10 million&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;51-70&#039;&#039;&#039;&lt;br /&gt;
|1d10 hundred million&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;71-90&#039;&#039;&#039;&lt;br /&gt;
|1d5 billion&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;91-100&#039;&#039;&#039;&lt;br /&gt;
|1d10 billion&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;101-110&#039;&#039;&#039;&lt;br /&gt;
|2d10 billion&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;111+&#039;&#039;&#039;&lt;br /&gt;
|3d10 billion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As stated previously, population numbers may not be accurate outside of Calixis. Conservatively, Terra alone has hundreds of trillions. Realistically, more like hundreds of quadrillions to a quintillion. Hive Worlds can grow absurdly huge. Since Terra is the biggest, keep it under this. At a minimum though, tens of billions at least for a relatively small Hive World.&lt;br /&gt;
&lt;br /&gt;
== Society: ==&lt;br /&gt;
&lt;br /&gt;
Although all planets of the Imperium are beholden to the authority of Holy Terra, the Emperor cares little for how any individual planet is organised. Different social structures exist, and even within each of the broad definitions on the table below there can be variance and variety. You can define the politics and social structure of the planet as broadly or as narrowly as you desire or is required.&lt;br /&gt;
&lt;br /&gt;
Obviously the types of society on the following table contain certain options that are more compatible with certain types of planet than with others. For example, a forge world will almost always have a Religious (Machine God) society, but very few, if any, other worlds will. More than with any other section of planet generation, the GM should consider rejecting unsuitable rolls, or simply selecting the most suitable option. If the planet has more than one country or continent, you can even have different society types playing against each other for dominance, like a feral world being made up of separate tribes, a feudal world having competing kingdoms, an industrial era world having separate nations or a civilized world having competition between different agencies and noble families. However, all must bow before the Administratum, and rights and provenances of citizens, nobles or else matter little if the Imperium doesn&#039;t receive its fair (the law requires that we state this) tithe, the Lex Imperialis is not obeyed, the [[Imperial Cult]] or its approved local form or the Machine Cult of the Mechanicus is not properly obeyed, then the lives of the rulers of politically disunited worlds or the Planetary Governor(regardless of whether they are a king/queen, dictator, elected official or a puppet to the power cliques)&#039;s in a one world government and its factions are forfeit.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Society Type&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;01-08&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Democracy:&#039;&#039;&#039; The government is run, at least on paper, on the principals of civil rights, freedom, and equal treatment and representation under the law. The population is responsible for electing their leaders and representatives, and for making important civic decisions. In addition, the government is often divided into three codependent branches: Legislative, administrative, and judicial.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;09-17&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Elected Dictator:&#039;&#039;&#039; The population or a designated body politic elected a man into the role of dictator, who then holds absolute power. Their will is law, the law is whatever they will. A dictator often has a group of advisors, and an administratum for day-to-day management, but in the end Dear Leader&#039;s decision is final.  &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;18-26&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Hereditary Dictator:&#039;&#039;&#039; The role of dictator is hereditary on this planet. When one person retires, a designated successor, usually a close relative, inherits their position. The successor holds absolute power over the law and their people upon coming of age. This transition is not always peaceful, and rarely seamless.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;27-35&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Tyrannical Dictator:&#039;&#039;&#039; The dictator has illegally seized power, and often rules with a bloody fist as they purge or &#039;disappear&#039; the planet&#039;s dissidents, political enemies, scapegoats of the day, and anyone who poses a threat to the tyrant&#039;s ambitions. This brand of leadership can be the result of a warlord, a particularly psychotic heir, or even, distressingly often, a rogue democratic leader who [[Tzeench|played the long game]] and finally made his move. After all, power corrupts, absolute power corrupts absolutely, and is absolutely sought by the absolutely corrupt.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;36-44&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Elected Monarchy:&#039;&#039;&#039; The world is ruled by a monarch who, while ruling by fiat, is bound by a written constitution and a governing body, with the power to veto any declarations made that violates said constitution. Here, the monarch is elected by either the governing party, or by the people at large.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;45-54&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Hereditary Monarchy:&#039;&#039;&#039; The world is under the rule of a long line of monarchs, who pass the crown from generation to generation by a complex code of inheritance. The monarch is, however, limited by the constitution and the governing body, whose job it is to keep the monarch in check. Results may vary spectacularly.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;55-63&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Military Junta/Dictatorship:&#039;&#039;&#039; The world’s culture is either built around a military cause, or there have been events in its history which caused a great demand for military action and organisation. Either way, society is ruled by the military. Rather than noble or bureaucratic rank, Military rank is the position of highest political authority. Everything is arranged and run in a military fashion. The Imperial Guard (and/or the Imperial Navy) have major influence here.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;64-72&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Religious (Local):&#039;&#039;&#039; Planetary society has either been built around, or founded because of, a local religious sect. Or events have brought the church to the fore of all politics. This religion functions as the planet&#039;s government, and everyone must follow, or at least not bad-mouth, the religion. Depending on the religion&#039;s origins and compatibiity with the [[Imperial Creed]], it is likely to have a [[Inquisition| close eye kept on it.]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;73-81&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Religious (Ministorum):&#039;&#039;&#039; Live for the Emperor, Work for the Emperor, die for the Emperor. The [[Ecclesiarchy]], the state church or the [[Imperium of Man]], functions as the planet&#039;s government, making sure everybody, top to bottom, follows their branch&#039;s interpretation of the Imperial Creed. Or at least aren&#039;t spouting [[HERESY]]!! Likely to host an Adepta Sororitas Order Militant and multiple Orders Non-Militant.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;82-90&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Religious (Machine God):&#039;&#039;&#039; The Church of the Machine God functions as the planet&#039;s government, and makes sure all the trains run on time. Obviously, the default on Forge Worlds, and other worlds governed by the [[Adeptus Mechanicus]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;91-99&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Oligarchy:&#039;&#039;&#039; On this world, a small body of wealthy people, not necessarily of noble birth or having military, religious or bureaucratic rank, rule the area. They may be merchants, artisans, or some other type of guild members, but whatever their origins or source of wealth, they keep their authority only through that wealth and the fact that they finance society from their own pockets. A world producing an important specialty good will see the Imperium backing those with knowledge and means to make it (possibly and preferably infintely long) over other power cliques or alternatively a rich class may have already been present in such a scenario and the Imperium saw fit to retain it. The Planetary Governor will either be a puppet of the guild/society/mafia council or be its most powerful member.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;100&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Direct Control by the Administratum or Offworld Appointed Goverment:&#039;&#039;&#039; This world has direct and constant control by the overall Imperial bureaucracy or a direct representative of it as possibly due to being a strategic location making the Imperium unable to trust its important governance to the locals, its status as a sub-sector or sector capital or having been recently colonized, conquered, (re)discovered and forcibly integrated or (re)discovered and peacefully integrated (in the latter case, it maybe that a planet is in a lower tech level that the Imperium saw fit to increase due to a benefit or because it&#039;s politically divided, possibly across regional lines of multiple nation states, but an Imperial-accepting political class needed a neutral arbiter of power before settling into the new form of a single planetary government). Some edge cases include important fortress worlds or naval bases the Imperial Guard or the Imperial Navy have under military governorship, or possibly an Astartes Chapter or Sororitas Order Homeworld whose government may answer to them depending on political involvement. If such is the case, roll again for what form of government is subordinate to the Astartes or Sororitas.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If the planet is the homeworld of an Adeptus Astartes Chapter and/or an Adepta Sororitas Order, refer to a roll of 100 first.&lt;br /&gt;
&lt;br /&gt;
== Economy: ==&lt;br /&gt;
&lt;br /&gt;
The economy of a planet is a description of how the people of that world manage their resources and finances. Look at the important contributing factors from the other aspects of the world determined in this process (class of world, population and society in particular), think about your own ideas for the world and the function you wish it to fill in your campaign, and note as many points as you can, or desire, about the planet’s economy.&lt;br /&gt;
&lt;br /&gt;
Examples of detail you could give are: What is the local currency called? Do imports from other worlds get paid for in cash or simply a trade value to be swapped directly for exports? How extreme is the gulf between the poor and the wealthy on the world? How much does wealth dictate about lifestyle and opportunities on the world? This is an example of an area where the GM and players can go into as much detail as they wish, or simply create only the bare essential facts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exports:&#039;&#039;&#039;&lt;br /&gt;
Decide what the planet produces that will be valuable on other planets. The produce of a planet is traded to merchant captains who ship it off across the stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imports:&#039;&#039;&#039;&lt;br /&gt;
Whatever the planet is in need of is brought to them by the merchant captains and traded for exports.&lt;br /&gt;
&lt;br /&gt;
Here is a chart of trade goods for exports and imports. Keep in mind that a planet could have unique or unusual goods not on the list, or that some planets would find it difficult if not impossible to produce certain goods at a surplus. Roll D12 or choose.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Trade Goods&lt;br /&gt;
! Common Goods&lt;br /&gt;
! Luxury Goods&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;1.Agriculture:&#039;&#039;&#039; Plant based food. Fruits, vegetables, fungi, algae, anything grown and edible. Can also include spices and herbs. Perhaps some non-edible plants for making medicine or chemicals.&lt;br /&gt;
Must be export if agri-world.&lt;br /&gt;
| Basic staple foods, such as wheat or rice. Algae chips, bread, anything cheap. Plants with basic healing or mass use chemical properties.&lt;br /&gt;
| Exotic fruits, rare mushrooms or pungent spices. Difficulty cultivated miracle cures or extremely deadly poisons. Substitutes for industrial chemicals.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2.Animal Products:&#039;&#039;&#039; The hides, flesh, bones and byproducts of fauna can have a multitude of uses.&lt;br /&gt;
Must be export if agri-world.&lt;br /&gt;
| Processed grox meat is many a citizen&#039;s favorite meal. Eggs, fish and milk can all be plentiful depending on the planet&#039;s biome.&lt;br /&gt;
| Exotic hides for ostentatious coats, bones to make regal tool handles, and the most succulent meats to dine on after a long day of oppressing Imperial subjects.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3.Minerals:&#039;&#039;&#039; Rocks from the ground that have value. Used in construction, technology, currency or decoration.&lt;br /&gt;
Must be export if mineral world.&lt;br /&gt;
| Basic materials for the construction of buildings, machines, etc.&lt;br /&gt;
| Valuable and rare gems, precious bullion or marble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;4.Lumber:&#039;&#039;&#039; The body of a tree, used in construction of buildings, furniture, gun stocks and more.&lt;br /&gt;
| It may be half rotten or break from a stiff breeze, but it&#039;s plentiful and takes less time to grow than the average lifespan of a guardsman. Good enough to toss into a standard Imperial vehicle engine to burn.&lt;br /&gt;
|Wood of a unique color or with peculiar qualities makes for fine lawn chairs or even structural support due to special properties. Creating fanciful colored fire, possibly burning for a very long time, or even living plant tissue creating flames for extremely long lasting torches.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5.Weapons:&#039;&#039;&#039; Tools made for putting holes in people. Either require contact with the target or fires projectiles.&lt;br /&gt;
| Swords and knives, gunpowder firearms, nothing more advanced than the humble lasgun.&lt;br /&gt;
| Fancy alloys folded over a thousand times to produce rapiers of exceptional quality, or powerful and arcane weaponry like meltas or plasma guns. Maybe the planet&#039;s culture has a unique and crazy weapon found only there like a super lasgun? Or maybe even super advanced weapons like Grav Guns or Vortex Warheads?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6.Vehicles:&#039;&#039;&#039; Deliver people from point A to point B.&lt;br /&gt;
| Large civilian transports designed to transfer citizens from their manufactoria shift to their hablock.&lt;br /&gt;
| Luxury vehicles and custom craft to cruise in style.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7.Fuel:&#039;&#039;&#039; Generates power, which is released as heat, light or electricity.&lt;br /&gt;
| Coal, oil, and promethium laced with local contaminants.&lt;br /&gt;
| Highly potent promethium that can burn twice as many heretics with half the amount. Efficiency is loyalty!&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8.Spacecraft:&#039;&#039;&#039; A vehicle capable of flying through the void of space. Those without warp drives cannot leave the system but are much cheaper than those with one.&lt;br /&gt;
| Cheap intrasystem crafts, mass transports or frigates to bolster Imperial fleets.&lt;br /&gt;
| From the personal craft of noble families to cruisers or even battleships of the Imperial Navy.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;9.Alcohol/Drugs:&#039;&#039;&#039; Alters the mental state of the user, usually to create a sense of euphoria or ecstasy, though long term effects may be unpleasant. Alcohol is typically drunk, while drugs can be smoked, snorted, consumed or injected.&lt;br /&gt;
| Cheap swill or chemicals that will tear up your guts worse than an enraged grox. You&#039;re better off drinking unrefined promethium.&lt;br /&gt;
| The finest wines in the galaxy, usually only available for a limited season. Or maybe hookah&#039;s are all the rage among the nobles?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10.Contraband:&#039;&#039;&#039; Shit The Man doesn&#039;t want you to have. In a totalitarian, theocratic regime like the Imperium, there&#039;s a lot that can fall under this.&lt;br /&gt;
| Illicit chems or texts that speak out against the Imperium&#039;s rule.&lt;br /&gt;
| Scandalous works and dangerous knowledge that shed light on things man was not meant to know. Xenotech is in incredibly high demand by the elite; while anyone caught with such heresy is to be executed, some secrets can bring a fate worse than death...&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;11.Workers&#039;&#039;&#039; People born or vat grown specifically to serve the Imperium. Worlds like these tend to have larger populations than most.&lt;br /&gt;
| Guardsmen, menials, and servitors. Not much to say, really.&lt;br /&gt;
| Tempest scions, essential adepts, and powerful tech priests, people from these worlds tend to be the Imperium&#039;s best of the best.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;12.General Goods&#039;&#039;&#039; Products that don&#039;t fall into the any of the previous examples.&lt;br /&gt;
| Menial attire, low value thrones, and administrator&#039;s tools.&lt;br /&gt;
| High born outfits, highly valuable thrones, and the fanciest decorations you&#039;ll find in the galaxy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to the economy being obviously important, you are encouraged to use the previous table as more of a recommendation or what the world is famous for instead of being stuck with a monolithically dedicated planet, unless of course its an Agri-World or Forge-World who are actually dedicated, though what form of product they are famous for can still be chosen, and no Forge World worth its name wont at least make basic weapons, vehicles and aircraft and at least some void-capable assets for example.&lt;br /&gt;
&lt;br /&gt;
== Conflicts: ==&lt;br /&gt;
&lt;br /&gt;
Decide if there are currently any violent conflicts underway on the planet. This could be a civil war between rival factions (such as contenders with equal claim to the throne, a trade war, or a popular uprising,) a struggle to fight off invading xenos forces (or even to conquer the native xenos!), a war against insurgents or terrorists, or any other type of conflict you can think of taking place on the world. &lt;br /&gt;
&lt;br /&gt;
This is one of the details about the world that should be discussed between the GM and the players to create the right type of environment and mood for your game, or decided on by the GM as a suitable backdrop to their scenario or campaign idea.&lt;br /&gt;
&lt;br /&gt;
== Defences: ==&lt;br /&gt;
 &lt;br /&gt;
These are the planet’s local defence forces, always present and alert, against mankind&#039;s many enemies, both foreign and domestic. These defences do not include any Imperial Guard or Navy forces that may be sent here by the larger Astra Militarum. The forces that can be mustered in defence of a planet and its settlements come in a few different forms, which are described below:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enforcers:&#039;&#039;&#039;&lt;br /&gt;
|The local law enforcers and security forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Militia:&#039;&#039;&#039;&lt;br /&gt;
|Part time soldiers, who have civilian jobs but can be called upon to fight when required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Standing Army:&#039;&#039;&#039;&lt;br /&gt;
|The normal full time, fully trained warriors of the planet. Usually known as the Planetary Defence Force (PDF).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armoured Force:&#039;&#039;&#039;&lt;br /&gt;
|Any tanks and APCs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Titan Force:&#039;&#039;&#039;&lt;br /&gt;
|Some worlds have mighty titan war machines stationed there permanently.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Private Army/Armies:&#039;&#039;&#039;&lt;br /&gt;
|Wealthy people/organisations can have their own private armies.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Naval Force:&#039;&#039;&#039;&lt;br /&gt;
|Ships belonging to the Imperial Navy that are usually stationed in orbit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Orbital Station(s):&#039;&#039;&#039;&lt;br /&gt;
|Space stations with defence weapons, like lasers and missiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Silos (planet):&#039;&#039;&#039;&lt;br /&gt;
|Missile silos that can launch missiles over the surface of the world.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Silos (orbital):&#039;&#039;&#039;&lt;br /&gt;
|Silos with the ability to launch against ships in orbit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defence Lasers:&#039;&#039;&#039;&lt;br /&gt;
|Huge laser batteries that can fire on orbiting ships.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mercenary Force:&#039;&#039;&#039;&lt;br /&gt;
|Hired muscle, brought in to fight for money.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To determine what forces are present on a world, first find the class of world on the tables below, and the three pieces of information given for each type of force for that world. The first bit of information is a percentage chance of the planet having that type of defence force present: &#039;&#039;&#039;simply roll a d100, and on a result equal to or less than the number given, the planet has that type of force present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, the rolls to determine the planet&#039;s defences get modified by the tech level of the planet.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Tech Level Modifier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stone Age&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+18&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Age&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Steel Age&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+12&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pre-Industrial&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+9&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Industrial&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+6&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Early Space&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Space&#039;&#039;&#039;&lt;br /&gt;
|No Mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warp Space&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-3&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Low Imperial&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-6&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mid Imperial&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-9&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High Imperial&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-12&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-15&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The second bit of information is what dice to roll on the FORCE SIZE table to determine what size of force of the given type is present on the world. The third bit of information is what dice to roll on the FORCE QUALITY table to determine what quality that force is, if it is present on the world. Simply make all of these rolls for each type of defence force and record the results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HIVE WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 99% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 99% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 99% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 99% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 30% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 30% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 99% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 50% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 85% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 70% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 30% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 10% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PENAL WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 99% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 10% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 30% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armored Force: 3% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 1% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 40% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 30% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 30% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 30% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGRI-WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 90% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Militia: 75% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 50% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 5% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 1% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 30% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 25% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 5% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 5% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 5% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 15% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 30% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FORGE WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 50% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 20% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 60% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 90% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 70% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 5% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 90% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 80% / 2d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 90% / 2d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 90% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 90% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 1% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MINING WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 95% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 60% / 3d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 5% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 20% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 5% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 15% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 30% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 10% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEVELOPING WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 90% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 90% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 90% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 50% / 2d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 15% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 15% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 10% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 75% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 65% / 2d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 40% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 40% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FORTRESS WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 50% / 2d10 / 4d10&lt;br /&gt;
&lt;br /&gt;
Militia: 10% / 2d10 / 5d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 60% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 80% / 4d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 65% / 2d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 15% / 2d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 75% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 90% / 5d10 / 4d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 95% / 4d10 / 4d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 80% / 3d10 / 5d10&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 95% / 3d10 / 5d10&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 15% / 3d10 / 5d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEUDAL WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 75% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 99% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 99% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 0%&lt;br /&gt;
&lt;br /&gt;
Titan Force: 0%&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 90% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 0%&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 0%&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 0%&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 0%&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 0%&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 85% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FERAL WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 20% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 99% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 90% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 0%&lt;br /&gt;
&lt;br /&gt;
Titan Force: 0%&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 99% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 0%&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 0%&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 0%&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 0%&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 0%&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHRINE WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 60% / 2d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Militia: 20% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 40% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 1% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 1% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 1% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 10% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 1% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CEMETERY WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 10% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 0%&lt;br /&gt;
&lt;br /&gt;
Standing Army: 10% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 0%&lt;br /&gt;
&lt;br /&gt;
Titan Force: 0%&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 10% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 0%&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 0%&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 0%&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 0%&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 0%&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 0%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLEASURE WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 90% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 10% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 40% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 5% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 0%&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 30% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 5% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 1% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 1% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 1% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 15% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 30% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QUARANTINED WORLD&#039;&#039;&#039;: As original class, though may not be fully equipped, manned or functioning, depending on the circumstances of the quarantine and the time quarantined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAR WORLD&#039;&#039;&#039;: GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEAD WORLD&#039;&#039;&#039;: GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEATH WORLD&#039;&#039;&#039;: GM’s Discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FRONTIER WORLD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 50% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 30% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 5% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 0%&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 20% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 1% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 0%&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 0%&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 0%&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 0%&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 20% / 1d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FORBIDDEN WORLD&#039;&#039;&#039;: GM’s Discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XENOS WORLD&#039;&#039;&#039;: GM’s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GAS GIANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enforcers: 30% / 4d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Militia: 75% / 3d10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Standing Army: 15% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Armoured Force: 0% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Titan Force: 1% / 1d10 / 5d10&lt;br /&gt;
&lt;br /&gt;
Private Army/Armies: 60% / 2d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Naval Force: 55% / 5D10 / 3d10&lt;br /&gt;
&lt;br /&gt;
Orbital Station(s): 95% / 3d10 / 2d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (planet): 0% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Missile Silos (orbital): 30% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Defence Lasers: 0% / 1d10 / 1d10&lt;br /&gt;
&lt;br /&gt;
Mercenary Force: 80% / 1d20 / 1d20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Force Size&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-03&#039;&#039;&#039;&lt;br /&gt;
|Tiny&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;04-06&#039;&#039;&#039;&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;07-10&#039;&#039;&#039;&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;11-15&#039;&#039;&#039;&lt;br /&gt;
|Large&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;16-20&#039;&#039;&#039;&lt;br /&gt;
|Huge&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21+&#039;&#039;&#039;&lt;br /&gt;
|Massive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Force Quality&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;01-04&#039;&#039;&#039;&lt;br /&gt;
|Poor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;05-09&#039;&#039;&#039;&lt;br /&gt;
|Poor/Medium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;10-15&#039;&#039;&#039;&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;16-20&#039;&#039;&#039;&lt;br /&gt;
|Medium/High&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21+&#039;&#039;&#039;&lt;br /&gt;
|High&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Imperial Guard Recruitment: ==&lt;br /&gt;
&lt;br /&gt;
Decide whether the world has a tradition of supplying Imperial Guard regiments to the Imperium. How many regiments, if any, have been founded on this world? Is there anything about these Guard regiments that makes them distinctive or noteworthy? These are details that must be decided by the GM/players, again to add flavor and distinction to the world.&lt;br /&gt;
You can also add if the planet is a Adeptus Astartes Chapter or Adepta Sororitas Order homeworld, or some planet specific things like Titan Legion for Forge Worlds. It may also have a Schola Progenium.&lt;br /&gt;
&lt;br /&gt;
== Contact With Other Worlds ==&lt;br /&gt;
&lt;br /&gt;
The Immaterium allows travel between any world given proper preparation and navigation, but there exist relatively safe, stable, and high-traffic warp routes between populated planets. Note which, if any, stable warp routes radiate from the planet, and to what other planets they lead.&lt;br /&gt;
&lt;br /&gt;
== Dark Heresy Planetary Information Data-Sheet ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Name:&amp;lt;br&amp;gt;Class:&amp;lt;br&amp;gt;Tech Level:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size of Star:&amp;lt;br&amp;gt;Galactic Position:&amp;lt;br&amp;gt;Sector:&amp;lt;br&amp;gt;Subsector:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Governor: &amp;lt;br&amp;gt;Adepta Presence:&#039;&#039;&#039; Adeptus Arbites ( ); Adeptus Astra Telepathica ( ); Adeptus Astronimica ( ); Adeptus Mechanicus ( ); Administratum( ); Adeptus Ministorum ( ); Inquisition ( )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size:&amp;lt;br&amp;gt;Axial Tilt:&amp;lt;br&amp;gt;Length of Day:&amp;lt;br&amp;gt;Length of Year:&amp;lt;br&amp;gt;Satellites:&amp;lt;br&amp;gt;Gravity:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atmosphere: &amp;lt;br&amp;gt;Hydrosphere: &amp;lt;br&amp;gt;Temperature: &amp;lt;br&amp;gt;Terrain: &amp;lt;br&amp;gt;Climate: &amp;lt;br&amp;gt;Native Flora and Fauna: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Countries and Continents: &amp;lt;br&amp;gt;Population: &amp;lt;br&amp;gt;Society: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Economy: &amp;lt;br&amp;gt;Exports: &amp;lt;br&amp;gt; Imports: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conflicts: &amp;lt;br&amp;gt;Defences:&#039;&#039;&#039; Enforcers ( / / ); Militia ( / / ); Standing Army ( / / ); Armoured Force ( / / ); Titan Force ( / / ); Private Army/Armies ( / / ); Naval Force ( / / ); Orbital Station(s) ( / / ); Missile Silos (planet) ( / / ); Missile Silos (orbital) ( / / ); Defence Lasers ( / / ); Mercenary Force ( / / )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperial Guard Recruitment: &amp;lt;br&amp;gt;Contact with Other Worlds:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{40k-Faction-Creation-Tables}}&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Communism&amp;diff=149012</id>
		<title>Communism</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Communism&amp;diff=149012"/>
		<updated>2023-05-11T07:32:52Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: Undo revision 887086 by 63.193.173.134 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flamewar}}&lt;br /&gt;
{{Fail}}&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Communismleaders.jpg|right|thumb|400px|Contrary to western propaganda, this is how communism has always worked]]&lt;br /&gt;
&lt;br /&gt;
{{topquote|Under [[capitalism]], man exploits man. Under communism, it&#039;s just the opposite.|Anonymous radio host from Soviet Armenia; also attributed to Yakov Smirnov}}&lt;br /&gt;
{{Topquote|MASH THE DIRTY RED SCUM! KICK THEM IN THE TEETH WHERE IT HURTS! KILL! KILL, KILL! FILTHY BASTARD COMMIES! I HATE THEM, I HATE THEM! AH! AH!|Ordo Xenos Inquisitor John Cleese, responding to the threat of the Damocles Crusade}}&lt;br /&gt;
{{topquote|Communism is the corruption of a dream of justice.|Adlai Stevenson I}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communism&#039;&#039;&#039; can refer to two concepts: the society where the economy is collectively managed and organised government is replaced by local communes (hence the name), and the (usually) authoritarian ideology that seeks to instate such a perfect society. Communism in the first sense had been tried in various villages through the early nineteenth century before fizzling out or being suppressed by authorities, but most people are only interested in the second sense, due to its enormous impact on the twentieth century. Communism the ideology is generally associated with oligarchic rule of the &amp;quot;vanguard party&amp;quot; and a degree of central planning; it was the state ideology of the Soviet Union and its satellite states, as well as a few minor powers such as Yugoslavia and Vietnam, during the Cold War. It is still, albeit in a very modified form, adhered to in a few countries today, such as the People&#039;s Republic of China, North Korea and Cuba.&lt;br /&gt;
&lt;br /&gt;
In many ways, it is the opposite of [[capitalism]], both of them along with [[nazi|nazism]] are considered by some historians as diverging branches from [[humanism]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Image:Boris_Yeltsin_in_Texas.jpg|right|thumb|400px|Boris Yeltsin visits a Randall&#039;s in Houston.&amp;lt;br&amp;gt;Two years later the Soviet Union was dead.&amp;lt;br&amp;gt;Communism &amp;lt; Jello Pudding Pops]]&lt;br /&gt;
The ideology of communism is highly diverse, as numerous thinkers have proposed different definitions and pathways to a communist society, yet most modern communists, in one way or another, derive their ideas from the writings of Karl Marx: hence, it is Marxist communism that will be discussed here. Even then, a full explanation is far beyond the scope of this wiki, so [https://en.wikipedia.org/wiki/Communism Wikipedia] might be a better bet if you want to get into the philosophical and economic details. &lt;br /&gt;
&lt;br /&gt;
Most non-Marxist communists are more anti-authoritarian (e.g. Kropotkin, Makhno), so they are sometimes classified as [[Malal|anarchists]] instead. However, even Marxist communism is not homogenous, ranging from the more extremist (Hoxhaism, Stalinism aka Marxism-Leninism) to more moderate (Titoism, Kadarism, classical Marxism), sometimes mixed with nationalism (Juche), liberal capitalism (Dengism) or - ironically given communism&#039;s recurring [[Imperial Truth|anti-religion]] tendency  - &#039;&#039;Catholicism&#039;&#039; (Liberation theology). Perhaps the reason why there are so many different variations of communism is because Marx and Engels&#039; blueprint is so vague in many places (it didn&#039;t help that Marx died before finishing &#039;&#039;Das Kapital&#039;&#039;) that it lends itself to a dizzying array of interpretations, for better or worse. &lt;br /&gt;
&lt;br /&gt;
Marxism originates with the work of (newsflash) Karl Marx and Friedrich Engels: Engels was the working son of an industrialist, while Marx got a PhD in law and spent much of his life in academia and radical politics; this arguably makes them the world&#039;s first [[Gretchin Revolutionary Committee|socialist justice warriors.]]  These two developed their economic theories as a response to the effects of the Industrial Revolution. Marx observed that while the mechanization of production was a good thing since it generated a lot of wealth, he believed it was [[Rage|grossly unfair]] since said wealth was accumulating in the pockets of only a few [[Games Workshop|fucking rich pricks]] and most other people lived in Victorian poverty. He further saw this as another step in a long historical trend in which a class that owned the means of production (i.e. factories, land, etc.) exploited and dominated a lower class that had to sell its labor power to survive (by working in said factories, land, etc.) even though they had no say in how the means of production could be used and had a better claim to it on account of being the class that actually used the means of production. &lt;br /&gt;
&lt;br /&gt;
Marx viewed society as being on a very clear cut path of social evolution with clearly defined phases, based on his interpretation of Hegelian philosophy (we suggest you look that up yourself, it&#039;s much too complicated to make into a pithy explanation here). Every phase represented a different form of economy and social hierarchy, and, while starting out &amp;quot;progressive&amp;quot;, would eventually [[Imperium of Man|fall into degradation]] as it exceeded its limits. At this point, this decayed socio-economic system would have to be overthrown and replaced with a more just and advanced one, starting a new phase: Marx considered the Fall of the Roman Empire (transition from individual slavery to land-based feudalism) and the revolutions of the 19th century (transition from feudalism to industrial capitalism) to be the moments when such a transition occurred. He believed that capitalism was rapidly approaching its own collapse and replacement.&lt;br /&gt;
&lt;br /&gt;
The new social order, Marx believed, would be collectivist, atheist and classless: as industrial production required people to work together on a large scale, so too would the new system of government. The new society would start out more authoritarian (socialism) before its government would eventually dissolve (communism proper). The economy would be controlled by the workers rather than by individual shareholders, competition would be discouraged in favor of a more cooperative and collective-oriented mindset, and religion (which Marx considered an obsolete &amp;quot;opiate of the masses&amp;quot;- although contrary to popular belief he did not actually oppose its existence) would fade away when it was no longer needed to distract people from the poor conditions they lived in. Most importantly, the new order would end the traditional state of affairs in which one class dominated all others through its control of the means of production and allow for true equality and prosperity for everyone. It is for this reason that no Communist party has claimed it has actually &#039;&#039;created&#039;&#039; a communist society, as according to their ideology they are simply guiding society through its socialist phase until true communism can be achieved at an unspecified future time.&lt;br /&gt;
&lt;br /&gt;
However, Marx and Engels never gave a clear outline of how such a society could be created or what it would look like, either because they believed the workers would decide that or [[Profit|they had no idea or plan for how to achieve it]].  The the first one to put it into practice on a national scale (Vladimir Lenin) gave it a distinctly authoritarian spin which only got worse with Stalin. It should not be surprising that even in Marx&#039;s own time there were many opposing views of how a communist society would be created and maintained since he failed to give a method to accomplish it.&lt;br /&gt;
&lt;br /&gt;
As a whole, most forms of Marxism are highly skeptical of liberal democracy (albeit supportive of the democratic process itself and direct democracy in particular), as it is considered to be corrupt and easily manipulated by the wealthy (even if you take the role of the media and its ability to influence public opinion into account, the old stereotype of politicians serving their richest donors rather than the people they allegedly represent didn&#039;t exactly spring out of a vacuum); similarly, they dismiss the process of slow reform advocated by social democratic ideology as a mass of half-measures intended to preserve a broken system instead of replacing it. In its place, communists propose the &amp;quot;dictatorship of the proletariat&amp;quot;. Before you jump to conclusions, Marx considered all forms of government to be a form of dictatorship in that one class held absolute power over all others; in this case, the class in question would be the workers, who would use the innately authoritarian power of the state to ensure that a worker-controlled democratic decision-making process would not be opposed by reactionary elements attempting to re-establish the old order (also, keep in mind that back in Marx&#039;s day even the most democratic societies restricted the vote to male property owners). According to Marx, this dictatorship would last only long enough to eliminate the differences between classes- as the state&#039;s existence is due to said class differences, this would eventually lead the state to dissolve when it was no longer needed...somehow. &lt;br /&gt;
&lt;br /&gt;
One of Marx&#039;s most prominent socialist rivals, Mikhail Bakunin, made the prediction that a dictatorship of the proletariat wouldn&#039;t &amp;quot;wither away&amp;quot; as Marx expected, but instead would serve as the foundation of a new ruling class that would dominate and exploit the proletariat just like the capitalists did: rather than class differences leading to the creation of the state, it was the state itself that allowed those class differences to exist in the first place. As a result, using the power of the state to end class differences would only perpetuate them further.&lt;br /&gt;
&lt;br /&gt;
In Leninism, Marxism-Leninism, and their offshoots, the dictatorship of the proletariat takes form of the &amp;quot;vanguard party&amp;quot;, consisting of the most &amp;quot;class-conscious&amp;quot; individuals. This party would be given near-absolute power over society and economy, so that transition towards socialism and eventually communism would proceed properly. As such, most communist states using the Marxist-Leninist model and its relatives have been dictatorships, headed either by charismatic despots (Lenin, Stalin, Mao Zedong, Pol Pot), or by the party oligarchy (modern China, late USSR). While other forms of communism exist that do not follow the vanguard party model, they are too lacking in influence to have ever been implemented on a national scale so we can&#039;t really say what they&#039;d be like. It should also be noted that Marx and Engels themselves doubted the idea that a small revolutionary party could represent the will of the working class, an idea originally espoused by one of his other contemporaries (Blanqui, if you&#039;re curious).&lt;br /&gt;
&lt;br /&gt;
===Issues===&lt;br /&gt;
One of the (many) major flaws in communist ideology is that its economic theories simply cannot be translated into the real world. For all the bullshit and genuine problems that happen in the free market (or the corporation-dominated form that exists today, at any rate), it still has the advantage of solving what economists call the &#039;&#039;economic calculation problem&#039;&#039;[https://en.wikipedia.org/wiki/Economic_calculation_problem .] To make a long story short, free markets work by allocating resources to where they are most needed and will produce the most value for people, and they are able to do this through &#039;&#039;price signals&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Consider: Games Workshop wants money. You have money. So they make little [[Space Marines|metal figures]] that you want and so you buy them, and [[profit|they make money]]. Then they decide they want to make more money. So they try making a [[Manta|big honking model that costs a lot of money]], but you don&#039;t buy it because you&#039;re poor. By doing this [[Age of Sigmar|over]] and [[Primaris Marines|over]] again, GW eventually figures out what will and won&#039;t sell at what price, and you come to regard them as a money grubbing lawful evil because they&#039;re making a thing you want and charging you close to the highest price you&#039;re willing to pay to get it.  &lt;br /&gt;
&lt;br /&gt;
In a free market, nobody really needs to know what the whole economy looks like or how much steel the country will need in a given year; people only need to know how &#039;&#039;their own&#039;&#039; business works: what their customers want and what they&#039;ll pay for it. Under planned economies, by contrast, decisions are made by politicians and bureaucrats who have no understanding of how anything works and who pay no price for being wrong, leading to massive malinvestment and waste. Even nominally Communist governments were forced to implement some capitalist policies after learning this the hard way, though the degree to which they did so varied from country to country, with China being among the most capitalist and North Korea being the least.&lt;br /&gt;
&lt;br /&gt;
Furthermore, Bakunin&#039;s predictions about the dictatorship of the proletariat turning into a dictatorship &#039;&#039;over&#039;&#039; the proletariat have proven to be consistently correct, with party bureaucracies quickly assuming the same exploitative practices that their capitalist precursors used and claiming the means of production for themselves rather than passing them onto the workers. Often, they actually made those practices worse and suppressed labor movements more aggressively than the capitalists they had overthrown. &lt;br /&gt;
&lt;br /&gt;
Liberal philosophers like Karl Popper on the other hand took a more fundamental approach to their critique; Popper in particular had the major criticism that history doesn&#039;t run on predetermined rulesets and laws, like Marx thought, and that such a line of thinking, especially when paired with the promise of a socialist utopia, would ultimately just serve people like Lenin and Mao Zedong, who would abuse this ideology to create authoritarian nightmares that only serve themselves. Seeing how the Socialist dream always ended in stagnation, dictatorship and misery, he was ultimately proven to be right about a lot of things. Sociologists like Didier Eribon formulated another criticism on how Marxism views society; mainly that the working class, especially in our day and age, is not a uniform monolithic bloc that can be rallied to join a revolution or even a cause. While sharing common interests, how these interests manifest themselves in any individual can range wildly and also how the influence of social background often unconsciously makes people act against their own interests.&lt;br /&gt;
&lt;br /&gt;
Even in an ideal universe where the bureaucracy running a centrally planned economy wasn&#039;t corrupt or inept, the technology to monitor and plan any sort of national economy has yet to be invented and what we have now can&#039;t keep track of everything well enough to make it work; the average economy is incredibly complex and not even the most advanced computers that currently exist can predict every possible variable that might affect how the economy functions (let alone predict the long term effects of a plan), so mistakes will inevitably occur and snowball with dangerous consequences. As a result, a centrally planned economy invariably destroys the countries in which it is attempted due to drop of quality in consumer products, and eventually, food sources. Countries like China use the international market to get around this, but this is only delaying the inevitable. It gets even worse when you factor in the further increased complexity demanded by globalization. Technological advancements in the future might be able to mitigate this issue or even solve it outright, but they may not happen for a very long time. &lt;br /&gt;
&lt;br /&gt;
Other types of planned economies exist too, but they are much less common and tend to exist on smaller scales so we can&#039;t really tell how well they&#039;d work on a national level, let alone an international one. They do seem to function surprisingly well on a regional/municipal scale though, especially those which are decentralized and use little to no top-down authority when making decisions. Only time will tell if they work on larger scales too, assuming that they are not forcibly ended by their rivals first. &lt;br /&gt;
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The economic failures of Socialist countries can also be found in Communist ideology itself; if your state says that it&#039;s heaven on earth, then said state won&#039;t do a whole lot to potentially improve things it has apart from occasional repairs or inventing new things that aren&#039;t necessary for its own survival. The downfall of the USSR and its aftermath is a good example of this; WWII destroyed a lot of stuff in Russia, so the government increased funding for sectors essential to rebuilding the nation. Productivity remained high until the late 70s, when, paired with party cronyism, the job of rebuilding Russia was finished and productivity started to stagnate on a high level. The only sectors that saw regular innovation and new invention were the arms and nuclear weapons industry. So it came to be that the West ultimately shot waaaay past the USSR in terms of productivity and wealth and ultimately defeated it. &lt;br /&gt;
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That being said, mixed economies combining elements of communism and capitalism (e.g. Keynesianism and the &amp;quot;Nordic Model&amp;quot;) have consistently proven to be functional enough to not destroy countries, albeit these successes have much more to do with cultural factors than with any success of communist ideology, the latter of which has steadily been abandoned over the last few decades. As mentioned above, these mixed economies are typically viewed by socialists to be more closely related to capitalism than communism, and most of them believe that the welfare systems they depend on are likely to be privatized in the absence of a stronger shift away from a capitalist economy. Several of these economies have indeed been abandoning their socialist elements over time in favor of a more capitalistic system, due in no small part to economic stagnation and near-collapse due to socialist economic policies, although one could also point to major corporate and capitalist interests undermining said socialist policies as a cause of both of those. We&#039;re not in a position to say which of those explanations is more likely to be true, so we&#039;ll leave it at that.  &lt;br /&gt;
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Furthermore, Communist governments tend to move away from the tenets of Marx and Engels in an attempt to force their ideas to work in situations they were never intended to function in. Marx believed that the shift to socialism and then communism could &#039;&#039;&#039;only&#039;&#039;&#039; work in an advanced industrial capitalist society with an established working class and that any attempt to make it happen before that point was doomed to backfire (and as Venezuela has since shown us, even THAT prediction was clearly wrong), and one must also remember that while much of what he said was prescient, he had no idea how capitalism would develop past his own era. &lt;br /&gt;
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Lenin got around this by claiming that he could &amp;quot;telescope&amp;quot; the capitalist and socialist revolutions into a single event with the aid of the aforementioned vanguard party and proposing an alliance with the Russian peasantry to compensate for the undeveloped presence of the working class. Even then, Lenin tentatively allowed a shift back to private ownership for the Kulaks just so the Soviet economy could get back on its feet, before Stalin purged them all as class enemies and triggered a widespread famine known as the Holodomor (which the vast majority of historians suspect was intentional on Stalin&#039;s part). &lt;br /&gt;
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Mao Zedong took this to an even further extreme by forcing the revolution in the primarily agrarian China and then trying to kick-start industrialization with the &amp;quot;Great Leap Forward&amp;quot;. It was a total failure for several different reasons, and Mao&#039;s hamfisted attempt to retain control of the Communist Party afterwards gave rise to the Cultural Revolution and all the bloodshed that came with it. Somewhat like Lenin, Mao&#039;s successor Deng Xiaoping ended up implementing capitalist policies (while leaving all the other oppressive elements intact) in response to the earlier economic crises. While it did salvage the economy, it also ended up producing a system that arguably combines the worst qualities of both capitalism and communism that survives only by constant pandering to nationalist sentiments. &lt;br /&gt;
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Because of the legacy of the Cold War and everything mentioned above, mass famines among numerous communist countries, and widespread human rights abuses from the regimes of communist leaders, communism is about as &amp;quot;loved&amp;quot; as fascism; there&#039;s good reason why people occasionally put Stalin and Mao, and communism/socialism, on equal footing with [[Nazis|Hitler]] and Imperial Japan in terms of evilness. Even the forms of communism that originated independently of the Leninist traditions are generally poorly regarded at best due to guilt by association. This is ironic, given that Lenin (and later Stalin) spent a considerable period of time trying to wipe out the forms of communism that diverged from Leninism.&lt;br /&gt;
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As an interesting closing note, some people claim that the rise of automation (robotic and algorithmic) has the potential to bring about a society that resembles what communism tried to achieve. Today, most farming is done either automatically, or by a single dude riding a combine and doing the job of hundreds of farmers in a single day, manufacturing has also similarly gone through a wave of automation which has seen many factories reduce the number of their workers from hundreds to mere dozens, and the recent bastion of human labor - the service sector - is slowly seeing the penetration of algorithms and in rare cases robots into the fold. What all this means is that humanity needs to do less and less work while the automated systems do it just as well if not better, these &#039;means of production&#039; can be (in theory) easily nationalized and the usual problems of people slacking off due to everyone being paid equally is eliminated since both the neurosurgeon and waiter who are &#039;paid the same for their effort&#039; are robots. Add to that the rise of 3D printing which may act as poor man&#039;s Star Trek replicators (eliminating the need to buy a smörgåsbord of stuff) and theoretically we could be on track towards &amp;quot;fully automated luxury gay space communism&amp;quot;. However, none of these advances do anything about the economic calculation problem. They do not tell us how many robots to build or whether those robots should farm corn or assemble 3D-printed guns. More relevant from a communist perspective is the fact that these robots are still &#039;&#039;privately owned&#039;&#039; and so fail to address the core issue with capitalism in that the workers do not control the means of production and still have to sell their labor to live. All of this automation merely reduces the demand for human labor in some parts of the economy, pushing workers into whatever sectors of the economy are still hiring humans and leaving them destitute if they can&#039;t find anyone to sell their labor to. In fact, the original Luddite movement was a reaction to this very issue: it was composed of textile workers who had lost their jobs as a result of machinery eliminating the need for their skilled labor. (Contrary to popular belief, they didn&#039;t oppose technology itself so much as the fact that said technology was being used by employers to put weavers out of work and offered the ones that remained employed nothing in return but lower wages.) As always, only time will tell if automation can live up to its hype but historical precedent thus far is not promising.&lt;br /&gt;
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=== Note ===&lt;br /&gt;
It also is notable that Communist is often used as a dismissive snarl in modern first world politics against the left wing, even when actual Stalinist-style communists (or &amp;quot;tankies&amp;quot; as other communists and socialists call them, a reference to the Soviets&#039; sending in tanks to suppress the Hungarian Revolution of 1956) are a small minority on the fringes. There is also a distinction between Revolutionary Communists like the Bolsheviks and the Democratic Socialists such as the German SPD, which believe that the transition to socialism and then communism does not necessarily require an outright revolution and can be implemented through peaceful means. Ironically, it is the latter that more closely resembles classical Marxism. Democratic socialism in turn is not to be confused with social democracy, which is a form of liberal democracy whose capitalist economic system is paired with regulation and social welfare programs to mitigate the excesses of capitalism (with varying degrees of success as described above).&lt;br /&gt;
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==Communism in Traditional Games==&lt;br /&gt;
In general there are three ways communism is used in fiction and board games:&lt;br /&gt;
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1: &#039;&#039;&#039;Filthy Godless Red BASTARDS!&#039;&#039;&#039;: Dangerous, faceless enemies, ripped straight from the wettest dreams of the Cold War-era American John Birch society. These communists are the enemy; a vast, brutal, godless horde determined to take over the world that our heroes must resist. Nowadays, this attitude is usually played for comedy, as in &#039;&#039;[[Paranoia]]&#039;&#039; where Friend Computer&#039;s glitched-out personality has made it a paranoid wreck obsessed with a largely-imaginary adversary (while creating some actual communists in the process). Others have played it seriously, especially in works produced during the Cold War (such as the 1984 film &#039;&#039;Red Dawn&#039;&#039;).  By the way, if you want an example of literal CommuNazis, the East German Stasi are a good place to start, although the Nazi part is mostly aesthetic and the Communist ideology is what was dominant (for CommuNazis as an ideology, Nazbols are basically that, combining far left economic policy and far right cultural party). Red Alert 1 is a /v/idya example, totally starting with a massive Tabun gas attack on the Polish city of Torun with &#039;&#039;children&#039;&#039; being discussed as dying the easiest.&lt;br /&gt;
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2: &#039;&#039;&#039;Champions of the Proletariat&#039;&#039;&#039;: The other side of the coin to what is listed above. These are either rebels against corrupt corporate overlords (frequently cyberpunk heroes) or a body of workers and soldiers fighting against fascist invaders (any game from the Russian perspective in WWII will count). Occasionally this show up in Medieval settings as anachronistic peasant revolts or other politically-radical types out to pull down the social parts of [[Medieval Stasis]]. Red Alert 3 has this a smidge between the lines, moreso in Uprising where they avenge innocent Russian citizens being frozen and crushed alive for fun by bloodthirsty Allied mercenaries.&lt;br /&gt;
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3: &#039;&#039;&#039;GLORIOUS COMMUNISTS&#039;&#039;&#039;: Somewhere between the other two and generally played for laughs. Communist regimes are oppressive and ponderous, but also able to do great things through sheer force of Industrial Might, Soviet Super Science, Stalinist Architecture and Will-Of-The-People and can be heroic just as easily as villainous. See Red Alert-II(more of it) and III(less of it), and to a lesser extent a few parts of the [[Imperium of Man]]. As close to real communism as you can get, comrade.&lt;br /&gt;
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Communism has also provided us with the Russian army, which is an awesome gaming resource and reference, either in a drunken, drown-your-enemies-with-bodies-and-artillery sort of way (World War II), or a send-in-the-hardened-and-manly-Spetsnaz-and-tanks way (Cold War). It is a sacred law of [[/tg/]] alternate history [[/tg/&#039;s homebrews|homebrew]] settings that there must be at least one communist faction and it must control at least 50% of the world&#039;s total landmass. Even [[Warmachine| Khador]] draws on the imagery of the Soviet armed forces, despite being more analogous to Tsarist/Imperialist Russia politically, aside from their Manifest Destiny &amp;quot;Why can&#039;t everyone else just roll over and let us conquer them?!&amp;quot; ideology that has... [[Nazi| other roots]].&lt;br /&gt;
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Like all radical ideologies, communists are all over [[Shadowrun|the Sixth World]], mostly among the poor and disenfranchised who can&#039;t help looking up at the big fancy megacorp enclaves and wondering how &#039;&#039;that&#039;&#039; makes any kind of just sense. The Berlin Flux State was probably the biggest and most successful anarcho-communist enclave in-setting for a while, before it became such an embarrassment to the megacorps insisting they should be the only game in town that many of them (including the one run by the great dragon Lofwyr) had it dismantled somewhere around second or third edition.&lt;br /&gt;
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People like to call the [[Tau]] communist. There&#039;s &#039;&#039;some&#039;&#039; truth to that, given they&#039;re a highly-collective society that generally values group achievement over personal accomplishment, but they&#039;re also a largely class-stratified society, with only the assurance that their leaders are theoretically cooperating for the [[Greater Good]] to keep them from being out-and-out feudalists with castes. This system is actually very similar to Italian and Spanish &#039;&#039;[[Nazi|fascism]]&#039;&#039;, where the economy was split between several large trade-based corporations, where the workers and the bourgeoisie were supposed to talk out their issues together (under the benevolent guidance of the party elites of course) but this is not a perfect fit either.&lt;br /&gt;
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There was also the [[Gretchin Revolutionary Committee]], a parody of the kinds of communist guerrillas of previous decades, who are armed grots out to demand equal treatment from their Ork masters with comical results. The Imperium, being a decentralized feudalistic empire, undoubtedly has many worlds that have communist governing bodies and economies, and maybe even a few where things worked out okay.&lt;br /&gt;
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The [[Genestealer_Cult|genestealers]] of the rusted claw have a communistic vibe as they utterly reject wealth in all its forms to the point that they dont bathe or maintain their weaponry allowing it to rust. They willingly joined the [[Tyranid|tyranids]] in order to escape the dismal working conditions of the [[Adeptus_Mechanicus|mechanicus]] and are one of the few truly nihilistic cults as some of them know that their masters will kill them in the end.&lt;br /&gt;
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In &#039;&#039;&#039;Pariah: Ravenor vs. Eisenhorn&#039;&#039;&#039;, Alizebeth Bequin (The clone) was seen hunting for relics from a collector. There, she came across [[wat|an ancient children&#039;s toy in the shape of a rocket with the marking of C.C.C.P (aka &#039;&#039;&#039;оюз Советских Социалистических Республик&#039;&#039;&#039; (Soviet Union))]]. Although it was obvious that 40k sets in the far future of our real world, it none the less confirmed the existences of Soviet Russia and communism in the setting. Btw, neither Bequin nor the collector knew what CCCP meant, considered much of the ancient Terra history were lost in the far future, but at least they remembered ancient humans on Terra made their &#039;&#039;first step&#039;&#039; to space using chemical rockets.&lt;br /&gt;
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[[Pathfinder Roleplaying Game|Golarion]] has got a semi-hemi-demi communist nation in-setting: Galt, land of insane, constant revolution where the only winners are the &#039;&#039;final blades&#039;&#039;. It represents the &amp;quot;messy revolutionary&amp;quot; kind of communism rather than any of the three flavors above, though there&#039;s some obvious mixing with the principals of the French Revolution that was its more-direct inspiration.&lt;br /&gt;
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The [[Harpers]] of Faerun are, among other things, semi-communists in outlook. They strongly favor removing power from single governments and shifting leadership to individual communities. This can make them heroic when unseating despots but significantly less so when assassinating anyone who tries to unite the city-states. &lt;br /&gt;
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[[Khador]] in Warmachine takes the Glorious Soviet Russia identity and wears it like a badge, even though its actual government resembles Tzarist Russia.&lt;br /&gt;
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&#039;&#039;[[Star Trek]]&#039;&#039; is complicated. On the one hand, the Federation has essentially a communist economy and they have the humanist element down, but their advanced technology has created a post-scarcity economy, so it can be interpreted that the producers thought this would be a natural product of a society where everybody was self-sufficient. Conversely, their chief rivals, the Klingons and the Romulans, are transparent analogues of the USSR and Maoist China seen through the pre-détente eyes of an American lounge lizard. Similar post-scarcity communists are common in &#039;&#039;[[Eclipse Phase]]&#039;&#039;, though with a much stronger anarchist bent. They are largely and uncomplicatedly perfect due to the game designers&#039; raging stiffy for that kind of thing.&lt;br /&gt;
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Any WWII or quasi-WWII game worth its salt will have a communist faction, including the classic &#039;&#039;[[Axis &amp;amp; Allies]]&#039;&#039; and the modern wargame &#039;&#039;[[Flames of War]]&#039;&#039;. Additionally, many classic board games have attempted to tap into the forty-five year struggle for dominance between America and the communists. The most famous and best is probably &#039;&#039;[[Twilight Struggle]]&#039;&#039;. [[TSR]] also released an RPG set during the Cold War called &#039;&#039;[[Top Secret]]&#039;&#039;, though, like most non-&#039;&#039;D&amp;amp;D&#039;&#039; TSR products, no one under thirty-five has ever heard of it.&lt;br /&gt;
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{{BLAM|This article has been marked as containing treasonous capitalist road sentiments. Please report to your local commissariat for re-education through labor.}}&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:AK-47.jpg|Glorious Soviet Industries could be used to produce huge numbers of reliable and effective things which are still in high demand after a half a century...&lt;br /&gt;
File:Lada 1200.jpg||...Their cars are not on that list.&lt;br /&gt;
File:Communism and the NTS Fallacy.png|Still a better track record than the Nazis (not pictured, Ho Chi Minh, Fidel Castro and more)&lt;br /&gt;
File:Space marine commie.jpg| Do your duty comrade&lt;br /&gt;
File: Stalin space marine.jpg| This is how some people think World War II actually went&lt;br /&gt;
File: Space marine revolution.jpg| The cure for [[Chick Tracts]] (&amp;quot;something something worse than the disease&amp;quot;)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[Imperium of Man]] as it too was based on a revolutionary progressive ideal that gave way to despotism, with the big question being if this was a natural consequence of the ideal or a complete perversion.&lt;br /&gt;
* Come to think of it, most failed utopian societies that /tg/ loves probably borrowed from the history of Soviet Russia in some way, especially from the revolutionary to Stalinist era.&lt;br /&gt;
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[[category:Not related]]&lt;br /&gt;
[[Category:history]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Communism&amp;diff=149010</id>
		<title>Communism</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Communism&amp;diff=149010"/>
		<updated>2023-05-11T06:35:04Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: Undo revision 887079 by A Walrus (talk) Walrus I&amp;#039;d already undone the edit, you just basically undid your own edit&lt;/p&gt;
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[[Image:Communismleaders.jpg|right|thumb|400px|Contrary to western propaganda, this is how communism has always worked]]&lt;br /&gt;
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{{topquote|Under [[capitalism]], man exploits man. Under communism, it&#039;s just the opposite.|Anonymous radio host from Soviet Armenia; also attributed to Yakov Smirnov}}&lt;br /&gt;
{{Topquote|MASH THE DIRTY RED SCUM! KICK THEM IN THE TEETH WHERE IT HURTS! KILL! KILL, KILL! FILTHY BASTARD COMMIES! I HATE THEM, I HATE THEM! AH! AH!|Ordo Xenos Inquisitor John Cleese, responding to the threat of the Damocles Crusade}}&lt;br /&gt;
{{topquote|Communism is the corruption of a dream of justice.|Adlai Stevenson I}}&lt;br /&gt;
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&#039;&#039;&#039;Communism&#039;&#039;&#039; can refer to two concepts: the society where the economy is collectively managed and organised government is replaced by local communes (hence the name), and the (usually) authoritarian ideology that seeks to instate such a perfect society. Communism in the first sense had been tried in various villages through the early nineteenth century before fizzling out or being suppressed by authorities, but most people are only interested in the second sense, due to its enormous impact on the twentieth century. Communism the ideology is generally associated with oligarchic rule of the &amp;quot;vanguard party&amp;quot; and a degree of central planning; it was the state ideology of the Soviet Union and its satellite states, as well as a few minor powers such as Yugoslavia and Vietnam, during the Cold War. It is still, albeit in a very modified form, adhered to in a few countries today, such as the People&#039;s Republic of China, North Korea and Cuba.&lt;br /&gt;
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In many ways, it is the opposite of [[capitalism]], both of them along with [[nazi|nazism]] are considered by some historians as diverging branches from [[humanism]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
[[Image:Boris_Yeltsin_in_Texas.jpg|right|thumb|400px|Boris Yeltsin visits a Randall&#039;s in Houston.&amp;lt;br&amp;gt;Two years later the Soviet Union was dead.&amp;lt;br&amp;gt;Communism &amp;lt; Jello Pudding Pops]]&lt;br /&gt;
The ideology of communism is highly diverse, as numerous thinkers have proposed different definitions and pathways to a communist society, yet most modern communists, in one way or another, derive their ideas from the writings of Karl Marx: hence, it is Marxist communism that will be discussed here. Even then, a full explanation is far beyond the scope of this wiki, so [https://en.wikipedia.org/wiki/Communism Wikipedia] might be a better bet if you want to get into the philosophical and economic details. &lt;br /&gt;
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Most non-Marxist communists are more anti-authoritarian (e.g. Kropotkin, Makhno), so they are sometimes classified as [[Malal|anarchists]] instead. However, even Marxist communism is not homogenous, ranging from the more extremist (Hoxhaism, Stalinism aka Marxism-Leninism) to more moderate (Titoism, Kadarism, classical Marxism), sometimes mixed with nationalism (Juche), liberal capitalism (Dengism) or - ironically given communism&#039;s recurring [[Imperial Truth|anti-religion]] tendency  - &#039;&#039;Catholicism&#039;&#039; (Liberation theology). Perhaps the reason why there are so many different variations of communism is because Marx and Engels&#039; blueprint is so vague in many places (it didn&#039;t help that Marx died before finishing &#039;&#039;Das Kapital&#039;&#039;) that it lends itself to a dizzying array of interpretations, for better or worse. &lt;br /&gt;
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Marxism originates with the work of (newsflash) Karl Marx and Friedrich Engels: Engels was the working son of an industrialist, while Marx got a PhD in law and spent much of his life in academia and radical politics; this arguably makes them the world&#039;s first [[Gretchin Revolutionary Committee|socialist justice warriors.]]  These two developed their economic theories as a response to the effects of the Industrial Revolution. Marx observed that while the mechanization of production was a good thing since it generated a lot of wealth, he believed it was [[Rage|grossly unfair]] since said wealth was accumulating in the pockets of only a few [[Games Workshop|fucking rich pricks]] and most other people lived in Victorian poverty. He further saw this as another step in a long historical trend in which a class that owned the means of production (i.e. factories, land, etc.) exploited and dominated a lower class that had to sell its labor power to survive (by working in said factories, land, etc.) even though they had no say in how the means of production could be used and had a better claim to it on account of being the class that actually used the means of production. &lt;br /&gt;
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Marx viewed society as being on a very clear cut path of social evolution with clearly defined phases, based on his interpretation of Hegelian philosophy (we suggest you look that up yourself, it&#039;s much too complicated to make into a pithy explanation here). Every phase represented a different form of economy and social hierarchy, and, while starting out &amp;quot;progressive&amp;quot;, would eventually [[Imperium of Man|fall into degradation]] as it exceeded its limits. At this point, this decayed socio-economic system would have to be overthrown and replaced with a more just and advanced one, starting a new phase: Marx considered the Fall of the Roman Empire (transition from individual slavery to land-based feudalism) and the revolutions of the 19th century (transition from feudalism to industrial capitalism) to be the moments when such a transition occurred. He believed that capitalism was rapidly approaching its own collapse and replacement.&lt;br /&gt;
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The new social order, Marx believed, would be collectivist, atheist and classless: as industrial production required people to work together on a large scale, so too would the new system of government. The new society would start out more authoritarian (socialism) before its government would eventually dissolve (communism proper). The economy would be controlled by the workers rather than by individual shareholders, competition would be discouraged in favor of a more cooperative and collective-oriented mindset, and religion (which Marx considered an obsolete &amp;quot;opiate of the masses&amp;quot;- although contrary to popular belief he did not actually oppose its existence) would fade away when it was no longer needed to distract people from the poor conditions they lived in. Most importantly, the new order would end the traditional state of affairs in which one class dominated all others through its control of the means of production and allow for true equality and prosperity for everyone. It is for this reason that no Communist party has claimed it has actually &#039;&#039;created&#039;&#039; a communist society, as according to their ideology they are simply guiding society through its socialist phase until true communism can be achieved at an unspecified future time.&lt;br /&gt;
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However, Marx and Engels never gave a clear outline of how such a society could be created or what it would look like, either because they believed the workers would decide that or [[Profit|they had no idea or plan for how to achieve it]].  The the first one to put it into practice on a national scale (Vladimir Lenin) gave it a distinctly authoritarian spin which only got worse with Stalin. It should not be surprising that even in Marx&#039;s own time there were many opposing views of how a communist society would be created and maintained since he failed to give a method to accomplish it.&lt;br /&gt;
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As a whole, most forms of Marxism are highly skeptical of liberal democracy (albeit supportive of the democratic process itself and direct democracy in particular), as it is considered to be corrupt and easily manipulated by the wealthy (even if you take the role of the media and its ability to influence public opinion into account, the old stereotype of politicians serving their richest donors rather than the people they allegedly represent didn&#039;t exactly spring out of a vacuum); similarly, they dismiss the process of slow reform advocated by social democratic ideology as a mass of half-measures intended to preserve a broken system instead of replacing it. In its place, communists propose the &amp;quot;dictatorship of the proletariat&amp;quot;. Before you jump to conclusions, Marx considered all forms of government to be a form of dictatorship in that one class held absolute power over all others; in this case, the class in question would be the workers, who would use the innately authoritarian power of the state to ensure that a worker-controlled democratic decision-making process would not be opposed by reactionary elements attempting to re-establish the old order (also, keep in mind that back in Marx&#039;s day even the most democratic societies restricted the vote to male property owners). According to Marx, this dictatorship would last only long enough to eliminate the differences between classes- as the state&#039;s existence is due to said class differences, this would eventually lead the state to dissolve when it was no longer needed...somehow. &lt;br /&gt;
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One of Marx&#039;s most prominent socialist rivals, Mikhail Bakunin, made the prediction that a dictatorship of the proletariat wouldn&#039;t &amp;quot;wither away&amp;quot; as Marx expected, but instead would serve as the foundation of a new ruling class that would dominate and exploit the proletariat just like the capitalists did: rather than class differences leading to the creation of the state, it was the state itself that allowed those class differences to exist in the first place. As a result, using the power of the state to end class differences would only perpetuate them further.&lt;br /&gt;
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In Leninism, Marxism-Leninism, and their offshoots, the dictatorship of the proletariat takes form of the &amp;quot;vanguard party&amp;quot;, consisting of the most &amp;quot;class-conscious&amp;quot; individuals. This party would be given near-absolute power over society and economy, so that transition towards socialism and eventually communism would proceed properly. As such, most communist states using the Marxist-Leninist model and its relatives have been dictatorships, headed either by charismatic despots (Lenin, Stalin, Mao Zedong, Pol Pot), or by the party oligarchy (modern China, late USSR). While other forms of communism exist that do not follow the vanguard party model, they are too lacking in influence to have ever been implemented on a national scale so we can&#039;t really say what they&#039;d be like. It should also be noted that Marx and Engels themselves doubted the idea that a small revolutionary party could represent the will of the working class, an idea originally espoused by one of his other contemporaries (Blanqui, if you&#039;re curious).&lt;br /&gt;
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===Issues===&lt;br /&gt;
One of the (many) major flaws in communist ideology is that its economic theories simply cannot be translated into the real world. For all the bullshit and genuine problems that happen in the free market (or the corporation-dominated form that exists today, at any rate), it still has the advantage of solving what economists call the &#039;&#039;economic calculation problem&#039;&#039;[https://en.wikipedia.org/wiki/Economic_calculation_problem .] To make a long story short, free markets work by allocating resources to where they are most needed and will produce the most value for people, and they are able to do this through &#039;&#039;price signals&#039;&#039;. &lt;br /&gt;
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Consider: Games Workshop wants money. You have money. So they make little [[Space Marines|metal figures]] that you want and so you buy them, and [[profit|they make money]]. Then they decide they want to make more money. So they try making a [[Manta|big honking model that costs a lot of money]], but you don&#039;t buy it because you&#039;re poor. By doing this [[Age of Sigmar|over]] and [[Primaris Marines|over]] again, GW eventually figures out what will and won&#039;t sell at what price, and you come to regard them as a money grubbing lawful evil because they&#039;re making a thing you want and charging you close to the highest price you&#039;re willing to pay to get it.  &lt;br /&gt;
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In a free market, nobody really needs to know what the whole economy looks like or how much steel the country will need in a given year; people only need to know how &#039;&#039;their own&#039;&#039; business works: what their customers want and what they&#039;ll pay for it. Under planned economies, by contrast, decisions are made by politicians and bureaucrats who have no understanding of how anything works and who pay no price for being wrong, leading to massive malinvestment and waste. Even nominally Communist governments were forced to implement some capitalist policies after learning this the hard way, though the degree to which they did so varied from country to country, with China being among the most capitalist and North Korea being the least.&lt;br /&gt;
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Furthermore, Bakunin&#039;s predictions about the dictatorship of the proletariat turning into a dictatorship &#039;&#039;over&#039;&#039; the proletariat have proven to be consistently correct, with party bureaucracies quickly assuming the same exploitative practices that their capitalist precursors used and claiming the means of production for themselves rather than passing them onto the workers. Often, they actually made those practices worse and suppressed labor movements more aggressively than the capitalists they had overthrown. &lt;br /&gt;
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Liberal philosophers like Karl Popper on the other hand took a more fundamental approach to their critique; Popper in particular had the major criticism that history doesn&#039;t run on predetermined rulesets and laws, like Marx thought, and that such a line of thinking, especially when paired with the promise of a socialist utopia, would ultimately just serve people like Lenin and Mao Zedong, who would abuse this ideology to create authoritarian nightmares that only serve themselves. Seeing how the Socialist dream always ended in stagnation, dictatorship and misery, he was ultimately proven to be right about a lot of things. Sociologists like Didier Eribon formulated another criticism on how Marxism views society; mainly that the working class, especially in our day and age, is not a uniform monolithic bloc that can be rallied to join a revolution or even a cause. While sharing common interests, how these interests manifest themselves in any individual can range wildly and also how the influence of social background often unconsciously makes people act against their own interests.&lt;br /&gt;
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Even in an ideal universe where the bureaucracy running a centrally planned economy wasn&#039;t corrupt or inept, the technology to monitor and plan any sort of national economy has yet to be invented and what we have now can&#039;t keep track of everything well enough to make it work; the average economy is incredibly complex and not even the most advanced computers that currently exist can predict every possible variable that might affect how the economy functions (let alone predict the long term effects of a plan), so mistakes will inevitably occur and snowball with dangerous consequences. As a result, a centrally planned economy invariably destroys the countries in which it is attempted due to drop of quality in consumer products, and eventually, food sources. Countries like China use the international market to get around this, but this is only delaying the inevitable. It gets even worse when you factor in the further increased complexity demanded by globalization. Technological advancements in the future might be able to mitigate this issue or even solve it outright, but they may not happen for a very long time. &lt;br /&gt;
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Other types of planned economies exist too, but they are much less common and tend to exist on smaller scales so we can&#039;t really tell how well they&#039;d work on a national level, let alone an international one. They do seem to function surprisingly well on a regional/municipal scale though, especially those which are decentralized and use little to no top-down authority when making decisions. Only time will tell if they work on larger scales too, assuming that they are not forcibly ended by their rivals first. &lt;br /&gt;
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The economic failures of Socialist countries can also be found in Communist ideology itself; if your state says that it&#039;s heaven on earth, then said state won&#039;t do a whole lot to potentially improve things it has apart from occasional repairs or inventing new things that aren&#039;t necessary for its own survival. The downfall of the USSR and its aftermath is a good example of this; WWII destroyed a lot of stuff in Russia, so the government increased funding for sectors essential to rebuilding the nation. Productivity remained high until the late 70s, when, paired with party cronyism, the job of rebuilding Russia was finished and productivity started to stagnate on a high level. The only sectors that saw regular innovation and new invention were the arms and nuclear weapons industry. So it came to be that the West ultimately shot waaaay past the USSR in terms of productivity and wealth and ultimately defeated it. &lt;br /&gt;
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That being said, mixed economies combining elements of communism and capitalism (e.g. Keynesianism and the &amp;quot;Nordic Model&amp;quot;) have consistently proven to be functional enough to not destroy countries, albeit these successes have much more to do with cultural factors than with any success of communist ideology, the latter of which has steadily been abandoned over the last few decades. As mentioned above, these mixed economies are typically viewed by socialists to be more closely related to capitalism than communism, and most of them believe that the welfare systems they depend on are likely to be privatized in the absence of a stronger shift away from a capitalist economy. Several of these economies have indeed been abandoning their socialist elements over time in favor of a more capitalistic system, due in no small part to economic stagnation and near-collapse due to socialist economic policies, although one could also point to major corporate and capitalist interests undermining said socialist policies as a cause of both of those. We&#039;re not in a position to say which of those explanations is more likely to be true, so we&#039;ll leave it at that.  &lt;br /&gt;
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Furthermore, Communist governments tend to move away from the tenets of Marx and Engels in an attempt to force their ideas to work in situations they were never intended to function in. Marx believed that the shift to socialism and then communism could &#039;&#039;&#039;only&#039;&#039;&#039; work in an advanced industrial capitalist society with an established working class and that any attempt to make it happen before that point was doomed to backfire (and as Venezuela has since shown us, even THAT prediction was clearly wrong), and one must also remember that while much of what he said was prescient, he had no idea how capitalism would develop past his own era. &lt;br /&gt;
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Lenin got around this by claiming that he could &amp;quot;telescope&amp;quot; the capitalist and socialist revolutions into a single event with the aid of the aforementioned vanguard party and proposing an alliance with the Russian peasantry to compensate for the undeveloped presence of the working class. Even then, Lenin tentatively allowed a shift back to private ownership for the Kulaks just so the Soviet economy could get back on its feet, before Stalin purged them all as class enemies and triggered a widespread famine known as the Holodomor (which the vast majority of historians suspect was intentional on Stalin&#039;s part). &lt;br /&gt;
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Mao Zedong took this to an even further extreme by forcing the revolution in the primarily agrarian China and then trying to kick-start industrialization with the &amp;quot;Great Leap Forward&amp;quot;. It was a total failure for several different reasons, and Mao&#039;s hamfisted attempt to retain control of the Communist Party afterwards gave rise to the Cultural Revolution and all the bloodshed that came with it. Somewhat like Lenin, Mao&#039;s successor Deng Xiaoping ended up implementing capitalist policies (while leaving all the other oppressive elements intact) in response to the earlier economic crises. While it did salvage the economy, it also ended up producing a system that arguably combines the worst qualities of both capitalism and communism that survives only by constant pandering to nationalist sentiments. &lt;br /&gt;
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Because of the legacy of the Cold War and everything mentioned above, mass famines among numerous communist countries, and widespread human rights abuses from the regimes of communist leaders, communism is about as &amp;quot;loved&amp;quot; as fascism; there&#039;s good reason why people occasionally put Stalin and Mao, and communism/socialism, on equal footing with [[Nazis|Hitler]] and Imperial Japan in terms of evilness. Even the forms of communism that originated independently of the Leninist traditions are generally poorly regarded at best due to guilt by association. This is ironic, given that Lenin (and later Stalin) spent a considerable period of time trying to wipe out the forms of communism that diverged from Leninism.&lt;br /&gt;
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As an interesting closing note, some people claim that the rise of automation (robotic and algorithmic) has the potential to bring about a society that resembles what communism tried to achieve. Today, most farming is done either automatically, or by a single dude riding a combine and doing the job of hundreds of farmers in a single day, manufacturing has also similarly gone through a wave of automation which has seen many factories reduce the number of their workers from hundreds to mere dozens, and the recent bastion of human labor - the service sector - is slowly seeing the penetration of algorithms and in rare cases robots into the fold. What all this means is that humanity needs to do less and less work while the automated systems do it just as well if not better, these &#039;means of production&#039; can be (in theory) easily nationalized and the usual problems of people slacking off due to everyone being paid equally is eliminated since both the neurosurgeon and waiter who are &#039;paid the same for their effort&#039; are robots. Add to that the rise of 3D printing which may act as poor man&#039;s Star Trek replicators (eliminating the need to buy a smörgåsbord of stuff) and theoretically we could be on track towards &amp;quot;fully automated luxury gay space communism&amp;quot;. However, none of these advances do anything about the economic calculation problem. They do not tell us how many robots to build or whether those robots should farm corn or assemble 3D-printed guns. More relevant from a communist perspective is the fact that these robots are still &#039;&#039;privately owned&#039;&#039; and so fail to address the core issue with capitalism in that the workers do not control the means of production and still have to sell their labor to live. All of this automation merely reduces the demand for human labor in some parts of the economy, pushing workers into whatever sectors of the economy are still hiring humans and leaving them destitute if they can&#039;t find anyone to sell their labor to. In fact, the original Luddite movement was a reaction to this very issue: it was composed of textile workers who had lost their jobs as a result of machinery eliminating the need for their skilled labor. (Contrary to popular belief, they didn&#039;t oppose technology itself so much as the fact that said technology was being used by employers to put weavers out of work and offered the ones that remained employed nothing in return but lower wages.) As always, only time will tell if automation can live up to its hype but historical precedent thus far is not promising.&lt;br /&gt;
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=== Note ===&lt;br /&gt;
It also is notable that Communist is often used as a dismissive snarl in modern first world politics against the left wing, even when actual Stalinist-style communists (or &amp;quot;tankies&amp;quot; as other communists and socialists call them, a reference to the Soviets&#039; sending in tanks to suppress the Hungarian Revolution of 1956) are a small minority on the fringes. There is also a distinction between Revolutionary Communists like the Bolsheviks and the Democratic Socialists such as the German SPD, which believe that the transition to socialism and then communism does not necessarily require an outright revolution and can be implemented through peaceful means. Ironically, it is the latter that more closely resembles classical Marxism. Democratic socialism in turn is not to be confused with social democracy, which is a form of liberal democracy whose capitalist economic system is paired with regulation and social welfare programs to mitigate the excesses of capitalism (with varying degrees of success as described above).&lt;br /&gt;
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==Communism in Traditional Games==&lt;br /&gt;
In general there are three ways communism is used in fiction and board games:&lt;br /&gt;
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1: &#039;&#039;&#039;Filthy Godless Red BASTARDS!&#039;&#039;&#039;: Dangerous, faceless enemies, ripped straight from the wettest dreams of the Cold War-era American John Birch society. These communists are the enemy; a vast, brutal, godless horde determined to take over the world that our heroes must resist. Nowadays, this attitude is usually played for comedy, as in &#039;&#039;[[Paranoia]]&#039;&#039; where Friend Computer&#039;s glitched-out personality has made it a paranoid wreck obsessed with a largely-imaginary adversary (while creating some actual communists in the process). Others have played it seriously, especially in works produced during the Cold War (such as the 1984 film &#039;&#039;Red Dawn&#039;&#039;).  By the way, if you want an example of literal CommuNazis, the East German Stasi are a good place to start, although the Nazi part is mostly aesthetic and the Communist ideology is what was dominant (for CommuNazis as an ideology, Nazbols are basically that, combining far left economic policy and far right cultural party). Red Alert 1 is a /v/idya example, totally starting with a massive Tabun gas attack on the Polish city of Torun with &#039;&#039;children&#039;&#039; being discussed as dying the easiest.&lt;br /&gt;
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2: &#039;&#039;&#039;Champions of the Proletariat&#039;&#039;&#039;: The other side of the coin to what is listed above. These are either rebels against corrupt corporate overlords (frequently cyberpunk heroes) or a body of workers and soldiers fighting against fascist invaders (any game from the Russian perspective in WWII will count). Occasionally this show up in Medieval settings as anachronistic peasant revolts or other politically-radical types out to pull down the social parts of [[Medieval Stasis]]. Red Alert 3 has this a smidge between the lines, moreso in Uprising where they avenge innocent Russian citizens being frozen and crushed alive for fun by bloodthirsty Allied mercenaries.&lt;br /&gt;
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3: &#039;&#039;&#039;GLORIOUS COMMUNISTS&#039;&#039;&#039;: Somewhere between the other two and generally played for laughs. Communist regimes are oppressive and ponderous, but also able to do great things through sheer force of Industrial Might, Soviet Super Science, Stalinist Architecture and Will-Of-The-People and can be heroic just as easily as villainous. See Red Alert-II(more of it) and III(less of it), and to a lesser extent a few parts of the [[Imperium of Man]]. As close to real communism as you can get, comrade.&lt;br /&gt;
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Communism has also provided us with the Russian army, which is an awesome gaming resource and reference, either in a drunken, drown-your-enemies-with-bodies-and-artillery sort of way (World War II), or a send-in-the-hardened-and-manly-Spetsnaz-and-tanks way (Cold War). It is a sacred law of [[/tg/]] alternate history [[/tg/&#039;s homebrews|homebrew]] settings that there must be at least one communist faction and it must control at least 50% of the world&#039;s total landmass. Even [[Warmachine| Khador]] draws on the imagery of the Soviet armed forces, despite being more analogous to Tsarist/Imperialist Russia politically, aside from their Manifest Destiny &amp;quot;Why can&#039;t everyone else just roll over and let us conquer them?!&amp;quot; ideology that has... [[Nazi| other roots]].&lt;br /&gt;
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Like all radical ideologies, communists are all over [[Shadowrun|the Sixth World]], mostly among the poor and disenfranchised who can&#039;t help looking up at the big fancy megacorp enclaves and wondering how &#039;&#039;that&#039;&#039; makes any kind of just sense. The Berlin Flux State was probably the biggest and most successful anarcho-communist enclave in-setting for a while, before it became such an embarrassment to the megacorps insisting they should be the only game in town that many of them (including the one run by the great dragon Lofwyr) had it dismantled somewhere around second or third edition.&lt;br /&gt;
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People like to call the [[Tau]] communist. There&#039;s &#039;&#039;some&#039;&#039; truth to that, given they&#039;re a highly-collective society that generally values group achievement over personal accomplishment, but they&#039;re also a largely class-stratified society, with only the assurance that their leaders are theoretically cooperating for the [[Greater Good]] to keep them from being out-and-out feudalists with castes. This system is actually very similar to Italian and Spanish &#039;&#039;[[Nazi|fascism]]&#039;&#039;, where the economy was split between several large trade-based corporations, where the workers and the bourgeoisie were supposed to talk out their issues together (under the benevolent guidance of the party elites of course) but this is not a perfect fit either.&lt;br /&gt;
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There was also the [[Gretchin Revolutionary Committee]], a parody of the kinds of communist guerrillas of previous decades, who are armed grots out to demand equal treatment from their Ork masters with comical results. The Imperium, being a decentralized feudalistic empire, undoubtedly has many worlds that have communist governing bodies and economies, and maybe even a few where things worked out okay.&lt;br /&gt;
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The [[Genestealer_Cult|genestealers]] of the rusted claw have a communistic vibe as they utterly reject wealth in all its forms to the point that they dont bathe or maintain their weaponry allowing it to rust. They willingly joined the [[Tyranid|tyranids]] in order to escape the dismal working conditions of the [[Adeptus_Mechanicus|mechanicus]] and are one of the few truly nihilistic cults as some of them know that their masters will kill them in the end.&lt;br /&gt;
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In &#039;&#039;&#039;Pariah: Ravenor vs. Eisenhorn&#039;&#039;&#039;, Alizebeth Bequin (The clone) was seen hunting for relics from a collector. There, she came across [[wat|an ancient children&#039;s toy in the shape of a rocket with the marking of C.C.C.P (aka &#039;&#039;&#039;оюз Советских Социалистических Республик&#039;&#039;&#039; (Soviet Union))]]. Although it was obvious that 40k sets in the far future of our real world, it none the less confirmed the existences of Soviet Russia and communism in the setting. Btw, neither Bequin nor the collector knew what CCCP meant, considered much of the ancient Terra history were lost in the far future, but at least they remembered ancient humans on Terra made their &#039;&#039;first step&#039;&#039; to space using chemical rockets.&lt;br /&gt;
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[[Pathfinder Roleplaying Game|Golarion]] has got a semi-hemi-demi communist nation in-setting: Galt, land of insane, constant revolution where the only winners are the &#039;&#039;final blades&#039;&#039;. It represents the &amp;quot;messy revolutionary&amp;quot; kind of communism rather than any of the three flavors above, though there&#039;s some obvious mixing with the principals of the French Revolution that was its more-direct inspiration.&lt;br /&gt;
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The [[Harpers]] of Faerun are, among other things, semi-communists in outlook. They strongly favor removing power from single governments and shifting leadership to individual communities. This can make them heroic when unseating despots but significantly less so when assassinating anyone who tries to unite the city-states. &lt;br /&gt;
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[[Khador]] in Warmachine takes the Glorious Soviet Russia identity and wears it like a badge, even though its actual government resembles Tzarist Russia.&lt;br /&gt;
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&#039;&#039;[[Star Trek]]&#039;&#039; is complicated. On the one hand, the Federation has essentially a communist economy and they have the humanist element down, but their advanced technology has created a post-scarcity economy, so it can be interpreted that the producers thought this would be a natural product of a society where everybody was self-sufficient. Conversely, their chief rivals, the Klingons and the Romulans, are transparent analogues of the USSR and Maoist China seen through the pre-détente eyes of an American lounge lizard. Similar post-scarcity communists are common in &#039;&#039;[[Eclipse Phase]]&#039;&#039;, though with a much stronger anarchist bent. They are largely and uncomplicatedly perfect due to the game designers&#039; raging stiffy for that kind of thing.&lt;br /&gt;
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Any WWII or quasi-WWII game worth its salt will have a communist faction, including the classic &#039;&#039;[[Axis &amp;amp; Allies]]&#039;&#039; and the modern wargame &#039;&#039;[[Flames of War]]&#039;&#039;. Additionally, many classic board games have attempted to tap into the forty-five year struggle for dominance between America and the communists. The most famous and best is probably &#039;&#039;[[Twilight Struggle]]&#039;&#039;. [[TSR]] also released an RPG set during the Cold War called &#039;&#039;[[Top Secret]]&#039;&#039;, though, like most non-&#039;&#039;D&amp;amp;D&#039;&#039; TSR products, no one under thirty-five has ever heard of it.&lt;br /&gt;
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{{BLAM|This article has been marked as containing treasonous capitalist road sentiments. Please report to your local commissariat for re-education through labor.}}&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:AK-47.jpg|Glorious Soviet Industries could be used to produce huge numbers of reliable and effective things which are still in high demand after a half a century...&lt;br /&gt;
File:Lada 1200.jpg||...Their cars are not on that list.&lt;br /&gt;
File:Communism and the NTS Fallacy.png|Still a better track record than the Nazis (not pictured, Ho Chi Minh, Fidel Castro and more)&lt;br /&gt;
File:Space marine commie.jpg| Do your duty comrade&lt;br /&gt;
File: Stalin space marine.jpg| This is how some people think World War II actually went&lt;br /&gt;
File: Space marine revolution.jpg| The cure for [[Chick Tracts]] (&amp;quot;something something worse than the disease&amp;quot;)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[Imperium of Man]] as it too was based on a revolutionary progressive ideal that gave way to despotism, with the big question being if this was a natural consequence of the ideal or a complete perversion.&lt;br /&gt;
* Come to think of it, most failed utopian societies that /tg/ loves probably borrowed from the history of Soviet Russia in some way, especially from the revolutionary to Stalinist era.&lt;br /&gt;
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[[category:Not related]]&lt;br /&gt;
[[Category:history]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Necron&amp;diff=354780</id>
		<title>Necron</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Necron&amp;diff=354780"/>
		<updated>2023-05-11T06:34:28Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: Undo revision 887078 by Emerald Claw (talk) 1. This is a fucking 4chan wiki. 2. Hitler was human and humans are the world&amp;#039;s greatest monsters, deal with it.&lt;/p&gt;
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&lt;div&gt;{{Awesome}}&lt;br /&gt;
[[File:Necron logo.webp|center|200px]]&lt;br /&gt;
[[File:Necrons.jpg|500px|thumb|right|Space zombie terminator egyptians. That was Space Zombie Terminator Egyptians. Some are also pirates.  Their archenemy are Space Elf Ninja Wizards. Some are also clowns, pirates and/or BDSM junkies. [[Awesome|Yeah]].]]&lt;br /&gt;
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{{Topquote|Necrons?! Hide the tanks!|Any Strategist Who Knows About What Necrons Do To Armor.}}&lt;br /&gt;
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{{Topquote|They lived to face a new nightmare.  The war against the machines.|Sarah Connor}}&lt;br /&gt;
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{{Topquote|Are they dead?&amp;quot;&amp;lt;br&amp;gt;&amp;quot;A debatable question.|Ciaphas Cain and a Captain of the Reclaimers Chapter}}&lt;br /&gt;
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{{Topquote|I&#039;ll be back.|The T-800, incidentally describing both individual Necrons and the race as a whole}}&lt;br /&gt;
&#039;&#039;&#039;Necrons&#039;&#039;&#039; (Robo-Zombie Ægyptons in SPEHSS)(Totally Not Knock-offs Of The Terminator. In SPEHSS) are one of the main factions in [[Warhammer 40,000]]. Basically, they&#039;re a bunch of soulless, skeletal, alien killing machines (think “gingers with disintegrators”) led by a robot aristocracy of angry murder machines and bound together by space-technology-magic (like atom-flaying weapons that strip their targets down into their constituent atoms). &lt;br /&gt;
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Although they have been around since the [[Rogue Trader (sourcebook)|Rogue Trader]] era, they have seen great change in almost every edition. [[Space Crusade]] (sort of) introduced them as &amp;quot;[[Chaos]] Androids&amp;quot; (oh, the [[Cadia|&#039;&#039;irony&#039;&#039;]]...), and their first appearance under the Necron name was towards the end of second edition, where they were (as &amp;quot;Necron Raiders&amp;quot;) a mysterious faction with essentially zero fluff and only a few models, all of which looked incredibly silly. However, with third edition they got their own [[Codex]] and a bunch of models fleshing them out as an army and introducing their rulers, and the [[C&#039;tan]] (who were subsequently shoehorned into every major event in the 40k universe). [[Games Workshop]] then promptly forgot they existed and did not update them again until the closing days of fifth edition. [[Skub|This was a controversial move]] as the Codex was written by [[Matt Ward]], who significantly changed the fluff, making them Newcrons. In short, they became [[Tomb Kings]] IN SPESS and the C&#039;tan were demoted to being their bitches. And that&#039;s about it. Do note that although they are space Tomb Kings, they are not necessarily [[Rubric Marines| space Egyptians]].&lt;br /&gt;
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Gameplay-wise, some used to consider the Necrons to have been unduly OP during their introduction. A respectable amount of evidence can be gathered to grant credence to this viewpoint based on the ease with which they can blow up vehicles using the basic Warrior&#039;s Gauss Flayer. The rapid change in fluff between the 5th edition codex and its predecessor is [[skub|controversial]], to put it lightly. While both versions of the Necrons&#039; background have their fans, many would agree that the retconning was drastic and heavy-handed (Pariahs were awesome, until they were scrapped by [[Matt Ward|our spiritual liege]] completely, probably because he realised how awesome they were and couldn&#039;t stand the idea of some of the lime-light being stolen from his precious [[Ultramarine|Ultrasmurfs]]). On one hand, the Necrons&#039; theme used to be that they were emotionless, implacable alien killers led by Lovecraftian star gods that fed on people&#039;s souls. Their background was very sparse and included all sorts of mysterious things about the Necrons and the C&#039;tan that had implications for the whole setting of Warhammer 40,000. The new codex however gets rid of all that mystery and removes the dangerous feel the Necrons used to have in exchange for [[your dudes|giving the individual Necron leaders and armies individual personality, which in turn allowed players to make their armies different]]. Whether you&#039;re a fan of this or not is up to you; there are pros and cons to both. This was different from the previous situation where [[Grey Knights|basically everyone had an army of similar silver (or blue, for that matter) OP doom warriors wielding guns that could rip through tanks as well as infantry and had over the top fluff that made them out to be the baddest sons of bitches in the galaxy.]] &lt;br /&gt;
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The 7E Fluff in the codex is actually a lot more complex than those of prior codices, with complete sections dedicated to paint schemes and analyses on the markings on them (Where the last edition only barely even begins with that) while also beginning to fluff out some of the more prominent dynasties. However, not much of it actually changed from the last codex, so the C&#039;tan are still a thing (but now they&#039;re treated with even less respect than a warrior, rather than leading the dudes), and the Newcrons as a simplified whole are still eccentric, megalomaniacal undead robots.&lt;br /&gt;
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With the Necrons now being somewhat popular, they have received a respectable amount of Forgeworld loving, thanks to the fact that they were featured in Imperial Armor 12 along with the Minotaurs Chapter Space Marines (meaning we finally got units like [[Tomb Stalker]]s and the amazing [[Megalith|Megalith Heavy Construct]], the latter of which is probably the closest thing to a Necron [[Titan]] that we will ever see in game). In local [[skub]] news, we have also gained some understanding of what the ancient Necrontyr looked like thanks to Yvraine and one of those half-baked novels BL forgets to proof-read! And the answer is... [[wat|half-elves]]. No, really. &lt;br /&gt;
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[[Meme|Good news, everyone!]] With the announcement of 9th Edition, Necrons will take their turn as the featured &amp;quot;bad guy&amp;quot; army. It appears that most, if not all, of the oldest Necron model kits are finally getting long-overdue replacements. Meanwhile several entirely new unit types have been seen in teaser pics, and one of the &amp;quot;new&amp;quot; characters is the [[Silent King]] himself. Whatever all this bodes for the Imperium in the actual background lore, it certainly won&#039;t be good for humanity. We also got the [[Seraptek Heavy Construct]], which is the Necron equivalent to a Knight Castellan.&lt;br /&gt;
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9th edition is adding and expanding upon the lore in some interesting ways, such as the Necrons creating &amp;quot;still&amp;quot; areas, that are stilling the currents of the warp, which essentially means that daemons within these areas are trapped, unable to move; this sounds awesome until it becomes apparent that Imperial ships are also unable to move either, and instead slowly sink deeper and deeper into the depth of the sea of souls. Areas of the galaxy that have become stilled find themselves permanently separated from the rest of the galaxy, and humans within these areas slowly become slower and more zombie like as the warp around them becomes a dead zone. The Silent King is even experimenting with the possibility that humans could be used for reverse biotransference, something aided by the fact that humans and ancient Necrontyr were fairly similar.&lt;br /&gt;
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During the original biotransference it was the Necrontyr children and infants (and all those who were considered weak or disposable) that would become the common Necron Warriors, so have fun imagining that the sounds escaping their mouths, when you kill them, are possibly the screams of a child, who has been killed, revived and killed, over and over again.             &lt;br /&gt;
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Apparently, &#039;Necron&#039; is also the title of a [https://en.wikipedia.org/wiki/Necron_(comics) bizarre and retarded fetish comic] of some sort.&lt;br /&gt;
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== The Old Fluff - Angry Space [[Wikipedia:Terminator (character concept)|Terminators]] ==&lt;br /&gt;
[[File:Tumblr nj3ldcWQe51tvfheeo1 1280.jpg|500px|left]]   &lt;br /&gt;
The Necrons were introduced, as mentioned before, in Space Crusade as a type of enemy to fight in the form of &amp;quot;Chaos Androids&amp;quot;. Really, the only thing to describe about them here is that they&#039;re pretty derpy. Oh, and 2E had a model used for [[Assholetep]].&lt;br /&gt;
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A long time ago (even before the [[Eldar]]) the Necrontyr [[Grimdark|lived on a planet blasted by radiation from their sun. Their short lives were filled from beginning to end with cancer]], [[AIDS]], and [[Grimdark|pain]].  The only reason the Necrontyr formed an empire beyond their planet at all was because they put their people in stasis pods and made extremely long journeys across interstellar distances.  But the damage their sun did to their genes was permanent, so they still had short, cancer-prone lives. &lt;br /&gt;
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While all this sun-rape was going on a race of psychically-attuned space precursors called the [[Old_Ones_(Warhammer)|Old Ones]] had already built a vast civilization throughout the galaxy. They created many races or augmented many existing ones (leaving [[human|humanity]] alone) and generally showed off. Oh yeah, and they are speculated to have been immortal [[lizardmen|lizards]] (Or the Eldar gods. It&#039;s quite confusing in all honesty).&lt;br /&gt;
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[[Grimdark|The Necrontyr met the Old Ones and quickly grew to resent their neighbors, loathing how long their lifespans were by comparison. Resentment grew into bitter jealousy and finally all-consuming hatred after the Old Ones refused to help. The Old Ones were indeed much stronger and repelled Necrontyr assault after assault until the race was clinging to the edge of the galaxy and their lives]].&lt;br /&gt;
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The Necrontyr finally encountered a space-borne anomaly- [[TTS|some celestial fart gas]] that did nothing but eat stars. Eventually, for some reason, the Necrontyr crafted shells of living metal for them. They were then known as the C&#039;tan , literally “star god” in the Necrontyr tongue. The Star Gods were beings with almost absolute power over the corporeal world, while the Warp, which the Old Ones used extensively, was anathema to them, and they sought nothing less than the total separation of the real world from the Maelstrom. &lt;br /&gt;
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The Necrontyr bargained with the C&#039;tan known as the Deceiver (but only the other C&#039;tan called it that) for eternal life. [[Just As Planned|The Necrontyr knew him as Mephet&#039;ran (&amp;quot;The Messenger&amp;quot;)]] because no one in their right mind would actually trust a guy named the Deceiver. The Deceiver promised the living Necrontyr race immortality and fun times if they would sacrifice their bodies to the gods to be replaced with metallic goodness, made from a very durable and self-repairing material called [[Necrodermis]]. Some of the Necrontyr agreed to the Deceiver&#039;s terms, but most of them doubted it was a good idea. Using its talent for trickery, [[Grimdark|the Deceiver lured the doubters into the clutches of its followers and forced them to become Necrons before roboticizing its followers]]. The race had their souls ripped out of their collective urethrae, replacing the Necrontyr with the skeletal bodies of the Necrons.&lt;br /&gt;
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War breaks out between the Necrons and the Old Ones, this war being named [[War in Heaven|the War in Heaven]] since all of the awesome shit that went down was akin to the gods themselves fighting. The Old Ones get their asses soundly beat over and over again and created new races (lol, [[Ork|Krork]]) to defend themselves with. Oh, and by using the Warp as a weapon they turned it into the [[warp|fun place we all know and love]] (which essentially means that the Old Ones are responsible for all the Chaos-infested shit that goes down these days). At this point, the old Necron fluff and new stuff begins to diverge a bit. Old fluff says the [[Eldar]] were created by the old Ones directly but new fluff simply says that the Eldar and Old Ones were allies in the war against the Necrons. It doesn&#039;t specifically say the Eldar were created by the Old Ones although the new background is worded in such a way as to make both interpretations plausible. However, being allies doesn’t mean the Eldar weren’t created or modified by them. In Eldar culture, there&#039;s another great conflict also known as the [[War in Heaven]]. This is primarily where the theory that the Old Ones and the Eldar Pantheon are potentially the same thing comes from (if true, that means some Old Ones are still alive, namely [[Isha]], [[Cegorach]], and [[Khaine]], though Khaine is split into a bajillion pieces so truly &#039;&#039;alive&#039;&#039; is debatable for him). But the most likely explanation for this is that GeeDubs&#039; writers never talk to each other about the intricacies of this stuff and ended up giving two different conflicts the same damn name. However, the Eldar &#039;&#039;were&#039;&#039; present in both wars, so... eh?&lt;br /&gt;
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Anyway, after the Old Ones&#039; strategy of cranking out race after race to be used as cannon fodder backfires when an Enslaver Plague rolls around, the C&#039;tan go on a feast of galactic proportions. During this time they even start killing and eating each other until there are only four left (The Void Dragon, The Outsider, The Nightbringer and The Deceiver). It&#039;s as this point that they realize that their excessive OMNOMNOM habits are causing their own food (essentially EVERYTHING) to die out. So, they and their Necron slaves decide to go to sleep for 60 million years &#039;till the scrumptious morsels known as EVERYTHING regrow. &lt;br /&gt;
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In present time, the Necrons spend most of their time killing anything with a pulse and generally hating anything living, including bacteria. Their main objective was to use their advanced technology to close or seal off the Eye of Terror, drive back the &#039;Nids to turn the galaxy into paradise for the C&#039;tan.  &lt;br /&gt;
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In essence, OldCron fluff basically makes them &amp;quot;Evil Order&amp;quot;, as opposed to &amp;quot;Evil Chaos&amp;quot; (redundant in this universe), or &amp;quot;Metal Tyranids&amp;quot; because of the emotionless mass of silver that represents their armies (with guys like [[Dawn of War|Thomas Macabee]] being more of an exception than a rule).&lt;br /&gt;
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==The New Fluff - Space Egyptians/Tomb Kings In Space==&lt;br /&gt;
[[File:Necron reboot.jpg|300px|right|thumb|&amp;quot;Dude, what did we &#039;&#039;do&#039;&#039; last aeon?&amp;quot;]]&lt;br /&gt;
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===Summary===&lt;br /&gt;
This new incarnation, love it or hate it, gives the Necrons a whole wide array of personality and every single Necron dynasty now has different goals and motives, not to mention paint schemes, markings, etc. Basically, the original fluff was changed in order to make them more like an actual empire with unique sub-factions and [[Trazyn the Infinite|interesting characters]] as opposed to another [[Tyranid|faceless blob of monsters]] out to [[Chaos|DESTROY ALL LIFE IN THE GALAXY IN THE NAME OF DARK GODS]] - which, due to poor writing, works just like any other empire made out of meat, instead of [http://en.memory-alpha.org/wiki/Unimatrix_Zero reflecting the narrative opportunities available to a race of robots]. For a far, far better game-based exploration of how to introduce individualized personalities in a race of A.I.s, play the Mass Effect series of games and explore the Geth/Quarian storylines in full (Geth aren&#039;t in Mass Effect: Andromeda, so focus on the Shepard/Reaper Wars Mass Effect trilogy). The crazy fun part of this is if you still want to play a silent legion of implacable, unfathomable terror-bots in the thrall of an insane god, you totally can. The new fluff allows for players to [[your dudes|fluff their army as they see fit]] as anything from a [[Nemesor Zandrekh|noble, honorable warrior kingdom]] open to trade and diplomacy with other species to unthinking hordes of omnicidal machines in the thrall of a malevolent computer system. You can even have a legion of the old-school C&#039;tan-worshipping harvestcrons that have either been enslaved or have willingly taken to worshipping an awakened C&#039;tan Shard. Shit, for all the new fluff cares your army can be a horde of Necrons afflicted with the Flayer Curse who long to have their [[brundlepenis|dicks]] back and run around [[/d/|stealing the dongs of the lesser races]] so they can [[rule 34|hump each other]] whilst their Lord sheds manly tears as he beholds the terrible plight of his people. This is of no help, however, if you enjoyed the absolute supremacy of the C&#039;Tan as literal immortal gods of the materium, and the stories that unfold thereby, who were at least capable of going toe-to-toe with The Ruinous Powers themselves, [[Khaine|rather than being just another punchbag that GW puts on display in order to show how badass somebody else is, whose figurines they hope you&#039;ll purchase.]]&lt;br /&gt;
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[[Forge World]] created the [[Maynarkh Dynasty]] to give an example of a perfectly fluff-valid dynasty that was culturally similar to Oldcrons (well, the &amp;quot;kill everything!&amp;quot; and &amp;quot;dark horror from the deep past&amp;quot; aspects of them, at least).  Additionally, the murderbot legacy lives on in the omnicidal Destroyer Cult and 9th edition saw the introduction of a host of new Destroyer units.&lt;br /&gt;
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And as for totally destroying the background of the C&#039;Tan, the codex does allude to the fact that there are lots of unaccounted for C&#039;Tan shards (or maybe even yet unshattered C&#039;tan?) still allegedly scattered around the galaxy. The Necron are always trying to hunt them down and imprison them (in pocket dimension prisons), but this does still leave the door totally wide open for a shard of &#039;The Dragon&#039; to be on Mars and for shards of &#039;The Deceiver&#039; to have done all the crazy things that have been written about him in novels. Essentially, the full C&#039;Tan were massively, massively powerful and the &#039;shard&#039; versions of them are now a lot more manageable. And of course, as everyone knows, the Outsider is still on his extra-galactic camping trip, totally whole and crying over [[meme|WHAAAAAT HEEE&#039;S DOOONNE!!!]].&lt;br /&gt;
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===Beginning===&lt;br /&gt;
Same as the original lore, the necrontyr were an alien race that [[Grimdark|lived extremely short, painful lives since their sun caused them to be riddled with cancer and other defects, and  the tomb complexes they built were much larger than their towns, constantly reminding of their inevitable deaths.]] Whilst it can be assumed they were essentially humanoid, only pieces are known about their biology, such as having two eyes that could shed tears the same way human eyes do and having sexual reproduction.  The latter was markedly different though, given the Necrons&#039; disgust at humans having a dual purpose reproductive / urinary system. Indeed, talking about scatalogocal matters was a serious taboo for Necrontyr, to the point that they willingly forgot most of their language&#039;s words for excrement upon becoming Necrons. &lt;br /&gt;
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They focused their short lives on science in a desperate attempt to find a way to increase their lifespans, [[Fail|but they never managed to]]. For context, Trazyn stated that the average Imperial citizen only lived a little longer than the average Necrontyr at the height of the Empire.  Furthermore, Oltyx stated that when the cancer emerged, even the best Necrontyr health care could only delay the cancer&#039;s onset for forty years at best.&lt;br /&gt;
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They encountered the [[Old Ones]], who offered to help them but wouldn&#039;t or couldn&#039;t make the Necrontyr immortal. Thus grew their [[RAGE|collective hate]] towards the near-immortal Old Ones. Additionally, it was said by a human psyker who saw the past of the Necrontyr that they were wracked by unimaginable pain due to their cancers, which more than likely factored heavily into their later decision to become Necrons. &lt;br /&gt;
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The Necrontyr&#039;s empire was massive at one point, but the different Lords in the galaxy-wide dominion started to turn against each other in civil war. To prevent this from happening, the overall ruler of the Necrontyr, the Silent King, started the war against the Old Ones specifically to give them a common enemy to fight against and [[Drow|prevent his people from destroying themselves in their own general]][[Derp| stupidity]], with the Old Ones&#039; refusal to share immortality as an excuse for war rather than inspiring the envy that started the war.&lt;br /&gt;
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Of course, the Old Ones ended up kicking their butts and in desperation the Silent King allied with the C&#039;tan (who had been attracted to the pure hate and rage the Necrontyr held for the Old Ones, a common enemy of the C&#039;tan) and agreed to the Deceiver&#039;s pact to give them shiny new immortal bodies without realizing what he was doing. The devious Star God had in fact tricked the Necrontyr into giving up their mortal bodies and souls so that he and his god friends could gorge themselves on their tasty ass-meats. After consuming THE ENTIRE Necrontyr race the C&#039;tan were pretty much the equivalent of Superman crossed with a level 9001 Super Sayian Goku and so were basically able to hand the Old Ones their collective asses. &lt;br /&gt;
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However, after the Necrons helped the C&#039;tan kill off the last Old Ones and while the C&#039;tan were recuperating, the Silent King then ordered the Necrons to turn on the C&#039;tan in vengeance. Caught by surprise, the C&#039;tan were defeated and shattered into thousands of shards which the Necrons imprisoned for [[rape|later use]]. At this point the galaxy was basically a smoldering ruin, the Necrons were severely depleted from their endless wars (it is said that literally trillions of the Necrons were destroyed), and the Eldar were reaching the height of their power. The Silent King ordered the Necrons to sleep for millions of years in order to hide from the Eldar and re-awaken at a time when the galaxy had both recovered and forgotten about them. The Silent King&#039;s final order to his people was that following the Great Sleep they must reclaim their old empire and return it to its former glory (A role he left his Triarch Praetorians to cover later). Following this, he freed the Necrons from his control and left the galaxy in shame for failing his people.&lt;br /&gt;
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===Present Warhammer 40k===&lt;br /&gt;
[[File:Necrons-eldar.png|300px|right|thumb|This is literally what the Necrons have become.]]&lt;br /&gt;
Now that the Necrons have reawakened in the 41st millennium their goal is no longer to &#039;harvest&#039; souls for the C&#039;tan (the C&#039;tan shards are now their slaves) as it was in the old book, but rather to reestablish the great Necron empire that spanned the galaxy before the war with the Old Ones began. What this exactly means is left to the interpretation of each Overlord. The overall unity of the Necron people is gone for the most part leaving each individual Dynasties to once again rule for themselves. While Necron warriors are pretty much just automatons and Immortals are not much better, the majority of the upper echelon of Necron society retain some degree of personality.&lt;br /&gt;
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So there is lots of crazy nuance to Necron culture that was never present before. There are now lots of memorable quotes from Necron Lords. There are Necron Lords who honor valor in battle, Necron Lords who are obsessed with finding the perfect flesh bodies to transfer their sentience back into, and a Necron Lord who acts and commands its people like true robots due to damage to their Tomb World among others. The Silent King, who left the galaxy after defeating the C&#039;tan (basically exiling himself for the unforgivable crime of allowing the C&#039;tan to remove the souls of his people), encountered the Tyranids in the void between galaxies and has returned to spur the Necrons into action against the Bugs. The Silent King realized that if the Tyranids wipe the galaxy clean of biological matter then the Necrons will never find a form to transfer their minds back into. There are even a few Necron Lords who even work or trade with other races. However, as with all the factions of 40k, this is rare. (Yes, Necrons led by [[Anrakyr]] and Blood Angels did end up fighting against a Tyranid Hive Fleet together. Twice. And then [[Trazyn]] decides to give the Imperium a hand at Cadia and see if he could get Abaddon as part of his collection). Really, every dynasty can be different, so just have fun coming up with your own. &lt;br /&gt;
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Oh, and there is definitely plenty of reason to have Necron vs. Necron action now (as the old feuds between competing Necron Lords flare back up again). To make matters more complicated though, if [[Battlefleet Gothic: Armada]] is to be believed, it was [[The Deceiver]] who handed over the [[Blackstone Fortress]]es to [[Abbadon]], thereby allowing him to destroy the Necron Pylons and overrun Cadia. Was it an act to spite the Necrons by aiding Chaos, or does he have a doublecross in the works?&lt;br /&gt;
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There&#039;s also more variations of characters. For example, the [[Silent King]] feels bad about [[derp|being deceived by the Deciever]] and now seeks to reverse biotransference. [[Imotekh the Stormlord]], Phaeron of the Sautekh Dynasty, seeks to reunite the Infinite Empire with him at its head. And finally, [[Trazyn]] just wants to make [[Solemnace|his museum]] more interesting by collecting everything. As for the C’tan- they now exist as shards, used as soldiers, fuel, and, as seen in Battlefleet Gothic Armada 2 by Phaeron Amarkun of the Nepheru, bombs. Craftworld-killing bombs. &lt;br /&gt;
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==Regarding Fluff Change - Sore Butts Everywhere.==&lt;br /&gt;
[[File:Releasethectan.jpg|200px|thumb|left|[[Pokemon|Deceiver, I choose you!]]]]&lt;br /&gt;
It is widely conceded that the worst loss was the removal of Pariahs which were universally agreed to be one of the coolest and scariest aspects of the Necrons, something that really made them stand out (even if they weren&#039;t that great on the tabletop (they were badass on the table top, but over-priced and no We&#039;ll Be Back roll)). The Pariahs&#039; origins were a great way to show an outsider&#039;s perspective of the Necrons (they&#039;re humans or other meatbags with the Pariah Gene who get forcibly turned into Necrons) and something that Thomas Macabee in Dark Crusade just made so incredibly badass. It would also fit perfectly into the new fluff showcasing success in combining the Necrons and the living to create a new life form. But there is good news: Hammer &amp;amp; Anvil more or less confirmed that Pariahs are still canon in a way. They are just experiments done by bored Crypteks, and the 7E &#039;dex in particular has a story where [[Illuminor Szeras]] decides to kidnap a [[Culexus]] Assassin and use it to research the Pariah Gene. And really this loss was by no means required for this change in fluff. In fact, Pariahs make even more sense with this version of the fluff than they did in the old. &lt;br /&gt;
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&amp;lt;strike&amp;gt;In any case, the Warhammer 40k galaxy already has a pantheon of four asshole gods, plus &#039;two other asshole gods, {{BLAM|KRUMP!}} &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;ZOG YERSELF, GROT!&#039;&#039;&#039;&amp;lt;/span&amp;gt; so who gives a shit if the C&#039;tan wannabes got turned into legendary pokemon?&amp;lt;/strike&amp;gt; {{BLAM|SNICK!}} &amp;lt;span style=&#039;color:darkblue;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;The dead claim you all, fleshlings!&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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There was also the matter of their alliance with the [[Blood Angels]] that made everyone break into sperglord rage. See, Matt Ward was trying to ready the Necrons for their soon-to-come fluff revision where they went from a mindless army to a proper empire with actual politics. If Ward had written the Angel/Cron alliance &#039;&#039;&#039;&#039;&#039;properly&#039;&#039;&#039;&#039;&#039;, i.e. making it clear the alliance was one made of desperation than any really attempts to be friendly, and the Silent King really just wanted to play [[Dante]] as a fool and leave him for dead after the battle (as was made clear in later Black Library publications, see list below), it would have passed quietly and we wouldn&#039;t have /tg/ being drama queens as usual.&lt;br /&gt;
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There&#039;s also the &amp;quot;Shield of Baal&amp;quot; campaign where [[Anrakyr the Traveller]] decides to assist the Blood Angels, their successors, and some other Imperials with their Tyranid infestation by using a strange piece of Necron Archaeotech that got powered by a C&#039;tan shard to the point of overloading so hard that the resulting radiation nearly killed everyone present.&lt;br /&gt;
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So really, now the Necrons have become their playstyle: An army of metallic trolls.&lt;br /&gt;
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== Game Play ==&lt;br /&gt;
[[File:Lord.jpg|300px|right|thumb|A mountain of metal, green glow and rape.]]&lt;br /&gt;
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Necrons have strong weaponry, high toughness, but generally very little mobility. They&#039;re also expensive as hell in points.&lt;br /&gt;
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=== Pre 5th edition Codex ===&lt;br /&gt;
Pre-5th edition, the Necrons competitively were monobuilt to all hell. Depending on what they were up against they would be THE virtually unstoppable shooty army, or easily countered. Essentially this came down to whether or not you had enough hard counters to heavy infantry. If you didn&#039;t, you&#039;d get the infamous &amp;quot;March of Doom&amp;quot;, which was basically a non-stop forward march of Necron Warriors, Immortals, and Destroyers to flatten the table. The Necrons&#039; innate WBB (We&#039;ll Be Back) rolls ensured that the March was fuckhard to stop, especially in tandem with Resurrection Orbs, Pylons, Monoliths, and some of the cheesier Necron formations, since the tin-men had a very good chance of getting back up after being downed. &lt;br /&gt;
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If you did have a counter to Heavy Infantry, you&#039;d quickly crush the Necron infantry while ignoring the extremely resilient units like Monoliths and cause the Necron survivors to Phase Out, which means the Necron Player will auto-lose should their forces go down to 25% of the starting numbers. &lt;br /&gt;
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Necron were also severely nerfed in the start of &#039;&#039;5th Edition&#039;&#039;, due to vehicles being a bit more sturdy. In the previous edition, they could potentially destroy any enemy (including heavy vehicles) with just their default troops choice - Gauss weaponry inflicts glancing hits against vehicles on a roll of 6. Necron Warriors dispatching [[Land Raider]]s or [[Leman Russ Battle Tank|Leman Russ Tanks]] with these glancing hits was &#039;&#039;not&#039;&#039; unheard of, causing many veterans of 40K tabletop to rightly declare the Necrons to be [[Cheese]].&lt;br /&gt;
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=== 5th and 6th Edition ===&lt;br /&gt;
[[File:Black crusade by yogh art-d5bqzc8.jpg|thumb|400px|left|Egyptians vs Egyptians: One are slaves to an [[Tzeentch|evil god]], other are [[C&#039;tan|enslaving evil gods]].]]&lt;br /&gt;
In 5th Edition, due to the new Armour Penetration rules, Necron Warriors could still harass, stun-lock, and annoy all vehicles, but were much less able to gun down a heavy like a Predator Tank or [[Vindicator]] with simple massed Warrior fire, to the delight of non-Necron players everywhere. Massed fire from Necron Warriors &#039;&#039;can&#039;&#039; still kill a heavy vehicle, but it will take a veritable barrage of shots to do so now, making it a bit less likely that players can spam the shit out of warrior squads and come away triumphant. A smart NewCron player learns to not over-rely on Warriors now, using backup from a mix of Scarabs, Doomsday Arks, Barge Lords, Wraiths, and Harbingers of Destruction in order to pack quality anti-vehicle options.&lt;br /&gt;
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However in 6th (due to 6th Edition&#039;s change with rapid fire rule and vehicle hull points), Necrons are back to fucking tanks in the junk. Yes, a block of 20 Necron Warriors will wreck a Land Raider in one turn, hands down, every day of the week, though they need to be within 12&amp;quot; for that to happen so they can rapid fire it (otherwise it only loses 2 Hull Points), and if you are that fucking stupid (12&amp;quot; is melta range for everyone else) you are going to lose your Raider regardless of who you are playing against.&lt;br /&gt;
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[[Image:1227797058418.jpg|thumb|right|&#039;&#039;5th Edition&#039;&#039; wrecked their shit.]]&lt;br /&gt;
The Necrons in 6th are still a very powerful and dangerous force. Due to VERY limited flyer defense and being able to take fliers as dedicated transports, their fliers ended up being insanely overpowered (though once everyone got reasonable AA defense that wasn&#039;t an issue) and thanks to the overall buff to shooting, the Necrons are very high tier in codex power.&lt;br /&gt;
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Now the Necron army is all about synergy, with Overlords, Lords and Crypteks strategically placed in shooty units, and melee options like Lychguard and the infuriatingly tough-to-kill Wraiths. They also have somewhat useful Monstrous Creatures of sorts in the form of Canoptek Spyders and C&#039;tan Shards.&lt;br /&gt;
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Necron warriors are fairly reliable troops with near-Marine stats and a 4+ save, though they essentially have a delayed 5+ Feel No Pain Save with their &amp;quot;&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039;&amp;quot; rule (4+ with a Resurrection Orb in the unit). Immortals are pretty much Space Marine equivalents. &lt;br /&gt;
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The infamous [[Monolith]] is easily the most recognizable unit that the Necrons possess. It has 14 armour on each side (and thus no vulnerable spots), a main weapon that cannot be disabled with a &amp;quot;weapon destroyed&amp;quot; result and the ability to teleport your troops out of harm&#039;s way (or into it if you&#039;re badass). The Monolith is no longer the nigh invulnerable mountain of rape it used to be, as it can no longer ignore the Melta special rule, and the Monolith&#039;s combat performance is outstripped by several of their new vehicles. This means the once proud &#039;Lith has been relegated to Apocalypse battles. Good job, [[Matt Ward]].&lt;br /&gt;
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Necron infantry are generally slow moving, hard hitting, much like the Space Marines, if the Space Marine infantry units had Feel No Pain as part of their base rules and they forgot to take drop pods or transport vehicles. The Necrons back this with annoying deep-strikers and fast-moving units that are designed to support the main advance. There is nothing - I repeat - NOTHING, scarier than a Necron player with almost-cheating luck. But they all look like skellingtons and some of them wear the meat of their victims, they&#039;re MEANT to be scary.&lt;br /&gt;
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===7th Edition===&lt;br /&gt;
The first thing people noticed about 7E is the Necrons got back their amazing glancing powers with Gauss. This causes squees among the playerbase. Seriously, if gauss weapons were this effective in [[X-COM]]: Terror From the Deep, players would be tugging themselves off about them.&lt;br /&gt;
&lt;br /&gt;
The other big change to their army is the changes made to the Reanimation Protocols (RP). Now instead of being a means of bringing everything back from the dead, it&#039;s reduced to a FNP-alike that comes after all armor saves, except it can be used against ID (Though at -1 penalty). Resurrection Orbs now give you a turn&#039;s worth of rerolls for RP. Taking a postmark identity from a once cool army a revealing the Inquisitions plan all along to destroy the necrons by giving them a personality, destroying the Star Gods and when nobody is looking taking away the we&#039;ll be back. There are some other changes (MSS now useless, Wraiths now Beasts,&amp;lt;s&amp;gt; Crypteks losing everything fun&amp;lt;/s&amp;gt;, Destroyers are Jetpack Infantry), but these are the ones that changed the most.&lt;br /&gt;
&lt;br /&gt;
But the single most trolltastic weapon the Necron player has on hand is the one that doesn&#039;t even involve buying a central unit: The Decurion FOC. Simply put, this is an entire formation made of Formations, with a central one giving room for warriors, Immortals, Tomb Blades, Monolith, and a central Overlord, while giving options like the good ol&#039; Royal Court, a formation for Canoptek-flavored cheese, a formation for Triarchs, and all be counted as Battle-Forged. The biggest change this brought was that, due to each individual component being technically a formation in it&#039;s own right, this lets you field some hilariously broken shit and still counts as battleforged; want to take nothing but wraiths and spyders backed by doomscythes? now you can and watch your opponent tears flow like the nile.&lt;br /&gt;
&lt;br /&gt;
===8th Edition===&lt;br /&gt;
[[File:Necrons_Skullfucking_Tau.jpg|600px|right|thumb|First the [[Death Guard]] and [[Rape|now this.]] The 42nd Millennium has &#039;&#039;really&#039;&#039; not been kind to the [[Tau]]. Watch as [[Szarekh]] teach the young&#039;uns a thing or two about applying [[Anal circumference]].]]&lt;br /&gt;
The gauss flayers are 24&amp;quot; rapid fire at ap-1, and the blaster is ap-2. Living metal is also an automatic wound recovery. Monoliths have 20 wounds, and can once again suck people into its gaping maw. Reanimation Protocols are now taken at the beginning of the user turn, and on a 5+ a model that has died is returned... no matter how long ago it got offed, no matter how many previous times you&#039;ve rolled for it, as long as the unit isn&#039;t wiped out you can roll for it. Mortal Wounds can kiss Necron&#039;s collective shiny metal asses. So far, Cronz are gonna be just as durable and scary as they once were. &lt;br /&gt;
&lt;br /&gt;
Reanimation Protocols: Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. On a 5+ return the model to the unit. This can happen in EVERY subsequent phase. So if a warrior dies turn 1, you roll turn 2, 3, 4, 5 and so on until it&#039;s back or the unit is destroyed.&lt;br /&gt;
&lt;br /&gt;
Living Metal: At the beginning of your turn, this model recovers 1 Wound lost earlier in battle. Characters and Vehicles benefit from this rule.&lt;br /&gt;
&lt;br /&gt;
Powers of the C&#039;Tan: Before the battle begins, generate the Powers of the C&#039;tan for each C&#039;tan Shard using the following table. You can either roll a D3 to generate their powers randomly (re-rolling duplicates) or you can select the powers you want the C&#039;tan shard to have. -(Why they have both options is beyond me)&lt;br /&gt;
&lt;br /&gt;
-1: Antimatter Meteor: Roll a D6; on a 2+ the closest enemy unit within 24&amp;quot; of the C&#039;tan Shard suffers D3 mortal wounds&lt;br /&gt;
&lt;br /&gt;
-2: Time&#039;s Arrow: Pick a visible enemy unit within 24&amp;quot; of the C&#039;tan Shard and roll a D6. If the result is higher than that unit&#039;s Wounds &lt;br /&gt;
characteristic, one model from that unit is slain.&lt;br /&gt;
&lt;br /&gt;
-3: Seismic Assault: Roll a D6 for each model in the closest enemy unit within 24&amp;quot; of the C&#039;tan Shard. For each roll of 6, that unit suffers &lt;br /&gt;
a mortal wound.&lt;br /&gt;
&lt;br /&gt;
HQ&#039;s&lt;br /&gt;
Common Abilities:&lt;br /&gt;
ResOrb: If this Model has a ResOrb, once per battle, immediately after you have made your RP rolls, you can make RP rolls for models from a friendly &amp;lt;Dynasty&amp;gt; Infantry unit within 3&amp;quot; of this model.&lt;br /&gt;
Phase Shifter: 4+ Invuln&lt;br /&gt;
[[Tomb Kings|My Will Be Done]] (either GW is throwing Tomb Kings fans a bone or making a jab at us/them): At the beginning of each of your turns, choose a friendly &amp;lt;Dynasty&amp;gt; Infantry unit within 6&amp;quot; of this model. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can only be affected by this ability once in each turn.&lt;br /&gt;
&lt;br /&gt;
Imotekh the Stormlord:&lt;br /&gt;
&lt;br /&gt;
Overlord: 7 Points&lt;br /&gt;
M 5&amp;quot;/ WS 2+/ BS 2+/ S5/ T5/ W5/ A3/ Ld10/ Sv3+&lt;br /&gt;
Equipped with Staff of Light, Living Metal, Phase Shifter&lt;br /&gt;
Can take any Melee&lt;br /&gt;
May take ResOrb&lt;br /&gt;
My Will Be Done&lt;br /&gt;
&lt;br /&gt;
8th edition necrons are also almost impossible to shift from morale with army wide Ld10. The changes to vehicles have nerfed Gauss weapons into oblivion though, as although absolutely everything is now capable of wounding vehicles, the amount of wounds needed plus the low chance of wounding at all results in you needing hundreds of shots to destroy them.&lt;br /&gt;
&lt;br /&gt;
===9th Edition===&lt;br /&gt;
&lt;br /&gt;
8th Edition Necrons were pretty bland, all in all. 9th sought to fix that and delivered in some very good ways.&lt;br /&gt;
&lt;br /&gt;
Every army in 9th has some sort of Combat Doctrine-esque gimmick. The Necrons have Command Protocols. These are orders issued out by your highest-ranking noble and repeated by every character in your army. Reflecting the Necrons&#039; discipline and rigidity, these protocols come in the form of six different cards with two different effects; you pick five of them at the start of the game and arrange them in a very specific order. Each card is then revealed every battle round, and depending on the situation, you pick the effect that suits you best. If you play as one of the main dynasties, they each favor one of these protocols and can choose both options! After which, a unit has to start within 6&amp;quot; of a character to receive these protocols and benefit from them. There is a Fortification that also transmits these protocols, but it sucks ass. Don&#039;t bother with it.&lt;br /&gt;
&lt;br /&gt;
Crypteks are no longer just &amp;quot;Crypteks&amp;quot;. They now represent four different disciplines that they are known for. They are known as Psychomancers, Plasmancers, Chronomancers, and Technomancers. Those tiles hanging off their necks? They&#039;re totally Maesters from Game of Thrones. In space. The Infinite and the Divine even confirms they&#039;re made out of a material relevant to each Cryptek&#039;s area of expertise, and even aid in enhancing their techno sorceries! Totally not magic, you guys. &lt;br /&gt;
&lt;br /&gt;
The common, rank and file warriors have a shorter ranged Gauss gun, called the Gauss reaper, which shoots at assault 2, 12&amp;quot;, ap-2 and dmg 1. They also now have the ability to REROLL 1s ON REANIMATION PROTOCOLS. This. Is. Huge. And potentially friendship breaking... like you have any.&lt;br /&gt;
&lt;br /&gt;
Speaking of Reanimation protocol: It now works... differently. You do not roll per model, PER WOUND. But that is not all. During the shooting and fighting phases, you roll on reanimation protocols every time an enemy unit finishes attacking one of your units with Reanimation Protocols and has killed at least one model in the unit, unless the entire unit got destroyed. (Not abilities, morale tests or psychic fuckery) This is also all or nothing- if a model has multiple wounds, you need to succeed (on a 5+. 4+ if affected by a Reanimator) on all of the wounds a model has to bring it back. &lt;br /&gt;
&lt;br /&gt;
Single wound models like Warriors and Immortals reanimate the same as always, one die per guy since they are only one wound each. Remember the reanimation reroll on Warriors!&lt;br /&gt;
&lt;br /&gt;
For multiwound units: For example, you have a unit of 10 Lychguard. They have 2 wounds each- that&#039;s 20 wounds in the unit. During your opponent&#039;s shooting phase, your Lychguard encountered the business end of a [[Stormlord|vulcan-mega bolter]]. Thankfully, it only killed 5 of them, and the rest of the weapons took down an additional two. &lt;br /&gt;
&lt;br /&gt;
Seven Lychguard died, and the Stormlord&#039;s shooting is complete. This means 14 wounds. So, you roll 14d6. Set aside results of 5+; for each one, you can regain one wound. A Lychguard will not revive until you heal all of its wounds; any left over are lost. Let us say you rolled really well and got 6 fives and 5 sixes. That&#039;s 11 wounds back. This is enough to equal the wounds of 5 Lychguard, so you bring 5 Lychguard back from the dead. The single wound left over is not enough to bring back another Lychguard. Eight Lychguard remain.&lt;br /&gt;
&lt;br /&gt;
Reanimation Orbs now allow a once-a-game reanimation roll for a given unit based off the base number of models they started the game with. This gives you one last chance to bring as many back as you can. &lt;br /&gt;
&lt;br /&gt;
Did I mention Technomancers just straight up bring back a model with their Rites of Reanimation ability? Because they can. They can bring back one Infantry model, and if it&#039;s a Warrior unit, 1d3 Warriors, during the Command Phase. Stick one behind a unit of Heavy Destroyers and give an opponent fits.&lt;br /&gt;
&lt;br /&gt;
There are now melee destroyers! To differentiate them, the classic hovering destroyers are called Lokhusts, while the melee variant are called Skorpekhs. They walk on three crab legs and are basically 40k versions of the Ossiarch Bonereapers&#039; Necropolis Stalkers. Even their weapon options are similar. Skorpekhs even get their own Lord! These boys can melt through a Marine&#039;s armor like a hot knife through butter. If you ever felt Lychguard were too slow and lacked natural rerolls, this unit is the unit for you. &lt;br /&gt;
&lt;br /&gt;
The Monolith got a fancy new resculpt. It is now a Lord of War and is extremely expensive both IRL and ingame. It has a new anti-armor loadout that replaces its gauss arrays with Death Rays. DEATH RAYS. They even got bumped up to a 2+ armor save. They still die surprisingly quickly due to not having any save vs Mortals, no FNP, and no built-in invuln save. Pair these with a Chronomancer.&lt;br /&gt;
&lt;br /&gt;
== How to Play (and Fight) the Necrons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hitler hates the Necrons.jpg|350px|right|thumb|Hitler doesn&#039;t know how to counter his ol&#039; pal Churchill&#039;s Necrons with his Imperial Guard. Maybe because he insists on using tanks.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current state of 9th Edition has S-tier armies sitting at a much, much higher power level than anything ranked below them. If the likes of Tau, Custodes, Tyranids and Harlequins are 10/10, A rank armies like Drukhari, Genestealers and Admech are 7/10. Necrons are currently considered A tier. Solid, but not really broken in any real form or fashion. Which is to say, compared to S tier armies, you&#039;re going to feel really outmatched. &lt;br /&gt;
&lt;br /&gt;
In a vacuum, Necron troops are still pretty damn durable, and the current form of reanimation protocols favors single wound infantry- especially Warriors with their reroll. However, don&#039;t think you can just march up and shoot all game. Plenty of things out there that can wipe out your unit in one go. This is why you always bring cryptek support if you can afford it. Technomancers bring back 1d3 Warriors every command phase (1 model otherwise. Great for small multiwound units like Lokhusts/Heavy Lokhusts/Skorpekhs. Chronomancers provide a 5++ invuln save to just about anything, even Monoliths. Crypteks can all take special artifacts called Cryptek Arkhana on top of standard artifacts. If using Technomancers or Chronomancers as pure support, get the Hypermaterial Ablator; it bestows light cover on a Core unit if the shooter&#039;s beyond 12&amp;quot;, perfect for a unit marching and shooting. The final piece in the puzzle is the Canoptek Reanimator, one of the new War of the Worlds-esque spider walkers. Keep it hidden and safe, because its Command Phase ability allows it to provide a +1 buff to Reanimation Protocol rolls to a unit within 6&amp;quot;. Combined with the above buffs, a fully kitted out Warrior unit will induce unheard-of levels of salt from your opponent. &lt;br /&gt;
&lt;br /&gt;
Necrons reward a solid, well thought out gameplan with Command Protocols. If you&#039;re a [[Just_As_Planned|Just as Planned]], you will love playing Necrons. You don&#039;t have to set the order you&#039;ll use these until just before the first round, after you&#039;ve had a chance to see what you&#039;re up against and what kind of scenario you&#039;re playing. If you can line up your buffs juuust right, you&#039;ll be very hard to deal with. [[Silent_King|Szarekh]] provides a bit of wiggle room here; with him in your army, you use one less Command Protocol but you can use one twice, and once a game, you can swap out one of your command protocols with one of the two you have not used this game. Great way to use this is to leave out a command protocol you know you&#039;ll want to make use of in a pinch but not necessarily -need-. When the turn that you really need it comes, just swap it in without worry. Unless it&#039;s a Dynastic Agent or C&#039;tan Shard, try to never let your units stray further than 6&amp;quot; from any character. They must be within 6&amp;quot; of a character to benefit from Command Protocols when they activate! &lt;br /&gt;
&lt;br /&gt;
Everyone in 9th edition love stacking buffs. Necrons are admittedly more rigid about it. Command Protocols cannot be swapped out without the Silent King; several factions can do it with strategems, psychic powers, etc. When it works, though, it &#039;&#039;works&#039;&#039;. Warriors and Flayed Ones suddenly having 7&amp;quot; movement. Skorpekhs getting a 10&amp;quot; move in the same situation. If you have a feeling that you&#039;re going to get shot at a lot one specific turn, give everyone who won&#039;t move cover and use a the Ablator to give one particular unit cover out in the open. Spend a bunch of CP, an Overlord Buff, and a command protocol to make Warriors able to hit on 2+, auto wound on 6&#039;s to hit, cause extra hits on 6&#039;s to hit, get extra AP on a 6 to wound, and if you can afford a Lord, reroll on 1&#039;s.  &lt;br /&gt;
&lt;br /&gt;
C&#039;Tans are digustingly good, and some competitive lists love throwing three at them at opponents. Just keep in mind that some armies, like Thousand Sons and Grey Knights, can easily wipe them out in one turn if they consistently inflict three wounds on them on the Psychic, Shooting, and Fight phases. The damage only gets ignored per PHASE. They are peak [[distraction carnifex]].&lt;br /&gt;
&lt;br /&gt;
Aircraft suck this edition, try not to take them; they can&#039;t hold objectives, buffs/debuffs max out at +1/-1, and terrain rules more or less ignore aircraft. You can&#039;t hide them, they WILL be shot down extremely quickly. Best you can do is reserve them, fly them in to do take down one thing, and hope they survive a turn. Night Scythes are at least decent for a quick, unexpected attack vector to redeploy units from. The Monolith is also good for this. &lt;br /&gt;
&lt;br /&gt;
Speaking of, don&#039;t let the Monolith&#039;s 2+ armor save fool you. &#039;&#039;&#039;It does not have an Invuln save!&#039;&#039;&#039; It has 24 wounds, but absolutely no way to guarantee a save without a Chronomancer babysitting it! It&#039;s also a Lord of War, making it much harder to field one! What buffs this thing got are greatly offset by what&#039;s going against it. Four death rays and a particle whip are nothing to sneeze at. &lt;br /&gt;
&lt;br /&gt;
Your best anti armor options are basically the following: The Silent King, Heavy Lokhusts, Canoptek Doomstalkers, and the Monolith. The Silent King&#039;s Menhirs deal a horrifying 6 damage each and pack extremely high STR and AP. Heavy Lokhusts fire only one shot, but they get a reroll, pack good hitting power, high AP, and most importantly, D3+3 damage. They also get the extremely important Lokhust-only Strategem that lets them reroll wound rolls. Canoptek Doomstalkers are 30 points cheaper than Doomsday Arks. They lack quantum shielding and are less accurate. However, the Doomstalkers can squeeze into areas the Ark is too long a boi to, and the Technomancer with the Canoptek Control Node  buffs them to a 3+ to hit if they stay close enough. Also, a free overwatch vs a charging unit of that unit charges an unengaged ally within 6&amp;quot;. Doomsday Cannons may be relatively pillowfisted (D6 if standing still compared to d3+3), but you get D6 shots per Doomstalker. If RNJesus is on your side, Doomstalkers can potentially pump out more damage. &lt;br /&gt;
&lt;br /&gt;
As it stands, army has way too many interesting Elite picks. Tons of stuff you want to take, and you can&#039;t take them all. &lt;br /&gt;
&lt;br /&gt;
Scarabs are nowhere near as deadly as they used to be aside from the auto-wound on a 6+ to hit. When paired with a Dynasty that grants obsec to everything, they however, become an extremely effective objective grabber. They are also useful for denying potential Deep Strike landing sites. &lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
How to best deal with Necrons? Bring enough massed fire to wipe out Warrior blobs in one go. Expect them to be fully buffed, because if you leave even one up, that&#039;s 19d6 that will resurrect a Warrior on a 4+. Then on the following turn, the Technomancer and Res Orb will bring back the rest. It&#039;s extremely demoralizing.&lt;br /&gt;
&lt;br /&gt;
If you see the Reanimator hanging out in the back, blow it the fuck up before anything else; it dies to a stiff breeze and once it does, those Warriors will no longer reanimate on 4+.&lt;br /&gt;
&lt;br /&gt;
Bring snipers. Tons of snipers. Take out their nobles in particular. Characters are also important, but without Nobles, Command Protocols will become unusable. &#039;&#039;&#039;Even better now that Bodyguards got nerfed to merely having Look Out, Sir!&#039;&#039;&#039; Undead armies live and die by their leaders buffing the shit out of their troops. Necrons are no exception.&lt;br /&gt;
&lt;br /&gt;
Bring psychics. Lots of psychics. Necrons can&#039;t deny them if they don&#039;t have Szarekh or a Spyder with a gloom prism. Even then, it&#039;s just max one denial per aforementioned model. Mortal Wounds caused by psychic powers and abilities also ignore Reanimation Protocols. If an army is really good at delivering damage outside of shooting and melee, you&#039;re in for a rough time. &lt;br /&gt;
&lt;br /&gt;
Bring tons of AP- Invulnerable Saves are actually pretty rare in this army due to the Chronomancer being able to hand it out like candy. Take advantage of that; those big, scary Destroyer units absolutely crumble to anything higher than -2 AP.&lt;br /&gt;
&lt;br /&gt;
==In Battlefleet Gothic==&lt;br /&gt;
[[File:Tomb Forever.jpg|370px|right|thumb|The egyptians built the pyramids to get closer to the gods. The Necrons already got to their gods, used them to their own advantage and killed them. They build their pyramids because why not?]]&lt;br /&gt;
They are still totally fucking overpowered in [[Battlefleet Gothic]] though; their cruisers can crush many other race&#039;s battleships without much trouble. Although with the discontinuation of BFG by GW, the number of Necron fleets available for sale is now finite and thus the number of assholes who play them. Unless you find a [https://www.shapeways.com/marketplace/?tag=battlefleet%2Bgothic company] that can use 3D printers to make any model you want for [http://games-workshop.com/ too much]. [[Just As Planned]]&lt;br /&gt;
&lt;br /&gt;
==In Roleplay==&lt;br /&gt;
Necrons are the ultimate Bad News, any Master can (and would) drop on his party if they get overconfident, forcing even high level Deathwatch and Chaos Marines to shit their power pants, as &#039;Crons combine near-marine power level with numbers and determination.&lt;br /&gt;
&lt;br /&gt;
==Reasons to be a Necron==&lt;br /&gt;
* You look like a fabulously gaudy gilded Space Egyptian Robot.&lt;br /&gt;
* You are already dead and nigh-indestructible, so only entertainment matters.&lt;br /&gt;
* You have lots of dakka. Still doesn&#039;t match Imperial Artillery and [[Tau|Happy Campers]] though.&lt;br /&gt;
* You have lots of cheese and quirky rules with which to infuriate your opponent. Praise the [[Spiritual Liege]]!&lt;br /&gt;
* [[Cronssant]]s, bitches! Between this and all the teleporting units, you can be more mobile than the fucking Dark Eldar.&lt;br /&gt;
* You are &amp;lt;strike&amp;gt;arguably&amp;lt;/strike&amp;gt; the most technologically advanced race in the history of 40K, and you did it all without use of the warp for cheats. Give yourself a pat on the back.&lt;br /&gt;
* You have one of the [[Trazyn| best canonical trolls]] of the whole 40k franchise.&lt;br /&gt;
* Egyptian mummy robots playing space chess: Minimum [[Grimdark]], maximum fun!&lt;br /&gt;
* Your color scheme is Black and Green, and we know [[Ork| how awesome those color schemes are]].&lt;br /&gt;
* The new canon gives you virtually limitless chances to create your own [[Phaeron]] and give it [[Your dudes|whatever kind of quirks you may like]].&lt;br /&gt;
* [http://www.youtube.com/watch?v=WIj7gIDFDe4 Remember how awesome General Grievous was the first time he appeared?] That&#039;s how Necron Overlords fight in fluff, up to the point they could bring low heavyweights like [[Cato Sicarius]], or 2 CSM Lords in Terminator Armour and their retinue at &#039;&#039;the same time&#039;&#039; if &amp;quot;Fall of Damnos&amp;quot; or the [[Word Bearers]] novels are any indication.&lt;br /&gt;
* Remember when Bender from &#039;&#039;Futurama&#039;&#039; was a Pharaoh? Yep, that&#039;s pretty much how Overlords are now.&lt;br /&gt;
* You have literal star gods as pets.  STAR GODS. Praise the [[Spiritual Liege]]!&lt;br /&gt;
&lt;br /&gt;
==Reasons to NOT be a Necron==&lt;br /&gt;
* You have no soul. &amp;lt;s&amp;gt;(&amp;quot;that is why i have no fear&amp;quot;)&amp;lt;/s&amp;gt; {{BLAM|quoting bad movies is HERESY}}&lt;br /&gt;
* You&#039;re not Grimdark Machine Death March of Doom anymore.&lt;br /&gt;
** Well, maybe you are, depending on what Phaeron you serve. The Silent King&#039;s wimpy &amp;quot;let&#039;s all turn back into squishy mortals&amp;quot; whining only affects about half the Necrons.&lt;br /&gt;
* You will be highly hated due to the amount of cheese in your units. Though this does [[Grey Knights|have]] [[Eldar|an]] [[Tau|allure]] of its own.&lt;br /&gt;
* [[Matt Ward|The Unholy Beast]] has handled your race with his touch. Although to your credit, the fluff isn&#039;t [[Grey Knights|Ward Knights]]-tier terrible. At least we got Pokémon out of the deal. Right, guys? ... Guys?&lt;br /&gt;
* You cannot differentiate the men from the women, so you will accept the risks.&lt;br /&gt;
** Unless you want to bang your leaders. [[Kor Phaeron|Phaeron]] is the title for male Necrons, Phaerakh is the title for female Necrons.&lt;br /&gt;
*Thanks to [[Matt Ward|The Great Beast]] you can&#039;t be friends with Thomas Macabee anymore.&lt;br /&gt;
* If you&#039;re an Oldcrons fan, you&#039;re never quite going to get the army you want because the C&#039;tan have been glorified Pokémon for two whole editions and there&#039;s no signs of going back to the old fluff ([[Your Dudes|Though that&#039;s not to say there aren&#039;t any, and Skynet-style Necrons still canonically exist as well, so there&#039;s hope.]])&lt;br /&gt;
* You have no penis &amp;lt;strike&amp;gt;/vagina&amp;lt;/strike&amp;gt;- Lets be honest, if you&#039;re on this page you almost certainly don&#039;t have a vagina. At least until [[Slaanesh]] finds you.&lt;br /&gt;
* You may, at any moment and with no reason or warning whatsoever, be struck by a panic attack as your not-there organic brain suddenly realizes that you have no skin to feel, no stomach, no tongue, no oxygen and make you desperately panic.&lt;br /&gt;
&lt;br /&gt;
==Novels and stories featuring the Necrons==&lt;br /&gt;
Here is a list with a small synopsis of publications by [[Black Library]] and GeeDubs which feature them, &#039;&#039;&#039;before you start adding, remember, Necrons must not only be mentioned, but actually appear in the story,&#039;&#039;&#039; feel free to add new items and follow the alphabetic order:&lt;br /&gt;
*&#039;&#039;&#039;Ambition Knows No Bounds:&#039;&#039;&#039; Rogue Trader trying to plunder a Necron Tomb World.&lt;br /&gt;
*&#039;&#039;&#039;But Dust in the Wind:&#039;&#039;&#039; Imperial Fists vs Necrons, enuff said!&lt;br /&gt;
*&#039;&#039;&#039;Cain&#039;s Last Stand:&#039;&#039;&#039; Chronologically the last novel of Commissar [[Ciaphas Cain]], the Necrons appear later in the novel and proceed to &#039;&#039;march of doom&#039;&#039; a chaos fleet.&lt;br /&gt;
*&#039;&#039;&#039;Caves of Ice:&#039;&#039;&#039; Cain and the Valhallan 597th are sent to an ice planet to defend a refinery from an ork horde, but an ugly surprise awaits below the installations.&lt;br /&gt;
*&#039;&#039;&#039;Cold Steel:&#039;&#039;&#039; renegade imperial guard attempts to escape penal moon while there is a three-side war between the &#039;crons, space marines and khornates, featuring a [[Tesseract Vault]].&lt;br /&gt;
*&#039;&#039;&#039;Damnos:&#039;&#039;&#039; Ultramarines vs Necrons, features some Necrons POV, as well as the Ultramarines commanded by Cato Sicarius, if you don&#039;t like the Ultramarines, this may be the novel for you!&lt;br /&gt;
*&#039;&#039;&#039;Dark Creed:&#039;&#039;&#039; Word Bearers vs Astartes Praeses, the Necrons come in the later part of the novel, a great portrayal of how they are actually totally scary and overpowered.&lt;br /&gt;
*&#039;&#039;&#039;Dead Men Walking:&#039;&#039;&#039; Death-korps of Krieg vs Necrons, the novel has an extremely grim tone as it puts a lot of focus on the civilians caught in the campaign, and shows a lot of Krieg jerkassery, don&#039;t get too attached to any of the main characters and no Krieg-chan for you!&lt;br /&gt;
*&#039;&#039;&#039;Echoes of the Tomb&#039;&#039;&#039;: One of the earliest novels of Ciaphas Cain, and the origin of his fear of the Necrons.&lt;br /&gt;
*&#039;&#039;&#039;Fabius Bile- Clone Lord:&#039;&#039;&#039; Sequel to the first novel focusing on everyone&#039;s favorite clone fetishist [[Fabius Bile]], this one has him continuing his search for a way to cure himself. Specifically involving him going to a forgotten planet in the eastern fringe called [[Trazyn the Infinite|Solemence]]... &lt;br /&gt;
*&#039;&#039;&#039;Flayed:&#039;&#039;&#039; [[Death Spectres]] evacuate civilians from a world that gets attacked by Flayed Ones every few years. Not what you expect going in.&lt;br /&gt;
*&#039;&#039;&#039;Hammer &amp;amp; Anvil:&#039;&#039;&#039; Sisters of Battle get slaughtered by the necrons and... wait! Are they fighting back? And they are actually competent? quite a nice read and gives the Sisters a lot of street cred back.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged:&#039;&#039;&#039; 5th novel in the Soul Drinkers series by Ben Counter, a very good take on OldCrons that makes them genuinely terrifying, also includes awesome Mechanicus and Space Marines action.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Armour Volume Twelve - The Fall of Orpheus:&#039;&#039;&#039; a Forgeworld book about the totally badass and horrifying [[Maynarkh Dynasty]] vs the Minotaurs and the Death-Korps of Krieg, overall an extremely cool, if expensive, book.&lt;br /&gt;
*&#039;&#039;&#039;Indomitus:&#039;&#039;&#039; Tie-in novel for the 9th Edition box set. 10 years into the Indomitus Crusade the Ultramarines of Crusade Fleet Quintus stumble across a Necron plot to expand the Pariah Nexus. Has Ultramarine and Necron PoV chapters.&lt;br /&gt;
*&#039;&#039;&#039;Infinite Circuit:&#039;&#039;&#039; A small story about a Cult Mechanicus procession getting their hands on a C&#039;tan shard and the Deathwatch paying a visit to see what&#039;s going on.&lt;br /&gt;
*&#039;&#039;&#039;The Infinite and the Divine:&#039;&#039;&#039; Full-length Necron POV novel starring Trazyn and Orikan as they feud down millennia over possession of a mysterious Necrontyr artifact. Goes in a lot of directions, all of them fun, often very funny (come on, it&#039;s Trazyn so hilarity is a must). This one was very well received by the community, and for good reason, it&#039;s not just a well written novel, it brings everything non-grimderp we love and want from 40k while still being true to the bleakness of our favourite setting. If you could only get one title from this list- it&#039;s gonna be this one, [[Awesome|the novel sums up most if not all things /tg/ cheer about the new-crons]].&lt;br /&gt;
*&#039;&#039;&#039;The Twice-dead King: Ruin:&#039;&#039;&#039; Focuses on a &amp;quot;young&amp;quot; and arrogant exiled Necron prince named Oltyx, whose dynasty is in the path of an apocalyptic tide. This one is more grim than infinite and the divine with the Flayer virus being a big focus and how terrifying it is even to Necrons (also some glimpses at Necrontyr culture pre bio transference) and heavy psychological themes.&lt;br /&gt;
*&#039;&#039;&#039;The Twice-dead King: Reign:&#039;&#039;&#039; Immediate sequel and conclusion to the previous book. Having inherited the dynasty at the moment of its destruction, Oltyx flees with what survivors he can gather, with the enemy in hot pursuit. Features weird Necron superscience, more Flayed Ones than you can shake a stick at, and a twist ending that’s as heavily foreshadowed as it is bewildering.&lt;br /&gt;
*&#039;&#039;&#039;Nightbringer:&#039;&#039;&#039; Ultramarines vs Dark Eldar and Human traitors rushing to get to the crypt of the [[Nightbringer]], or perhaps it&#039;s just a shard. And let&#039;s be honest, it being a shard makes anyone in that room surviving a possibility.&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Ynnari - Wild Rider:&#039;&#039;&#039; Primarily focusing on the Ynnari and the clans of [[Saim-Hann]], a scouting party comprised of the two factions accidentally awakens a dormant Necron Tomb World upon the maiden world of Agrimathea while searching for ancient Aeldari artifacts. Notably, the tomb complex is ruled by Phaerakh Hazepkhut; also known as the Watcher in the Dark. Having at least a passing interest in eldar lore is advised, as the Necrons do take a backseat to them in this novel.&lt;br /&gt;
*&#039;&#039;&#039;Severed&#039;&#039;&#039; Fantastic novella.  Takes Vargard Obyron&#039;s point of view as he and Zahndrekh get up to some funs. One of the few books that balances how badass the Necrons can be with the bitter tragedy of the faction, and does it with dark humor. Well-written, consequential, and ends with one of the most awesome sequences in any 40k book. Will probably single handily start an entire genre of slash fics featuring Zahndrekh and Obyron.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Baal: Devourer:&#039;&#039;&#039; Necrons POV! Featuring Anrakyr the Traveler trying to seize a tomb-world and some Necron dynasty nobles trying to flee a Flayed-Ones overran crypt-complex, also, Blood Angels and Tyranids.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Baal: Exterminatus:&#039;&#039;&#039; campaign book featuring Anrakyr and the Mephrit Dynasty, teaming up with the Imperium to contain Hivefleet Leviathan, minimun oldcrons, maximun newcrons acting like Tomb Kings in space.&lt;br /&gt;
*&#039;&#039;&#039;Spear of Macragge:&#039;&#039;&#039; Ultramarines tanks vs Necrons, as well as some Ultramarines internal politicking.&lt;br /&gt;
*&#039;&#039;&#039;The Gathering Storm: Fall of Cadia:&#039;&#039;&#039; Trazyn decides to play the hero and help the imperials fend off Abaddon&#039;s 13th Black Crusade assault on Cadia.&lt;br /&gt;
*&#039;&#039;&#039;The Lords of Borsis:&#039;&#039;&#039; The preview for the World-Engine novel, featuring a Necron coup d&#039;etat.&lt;br /&gt;
*&#039;&#039;&#039;The Word of the Silent King:&#039;&#039;&#039; The Silent King himself dealing with the Blood Angels, it seems the old Necron monarch has been acquaintances with Sanguinius himself.&lt;br /&gt;
*&#039;&#039;&#039;The World Engine:&#039;&#039;&#039; also known as &amp;lt;s&amp;gt;one of&amp;lt;/s&amp;gt; the coolest Space Marines novel ever, it narrates the fight between the Astral Knights and the Necron dynasty from Borsis, if you liked the entry in the Codex, go for it!&lt;br /&gt;
*&#039;&#039;&#039;The Infinite Tableau:&#039;&#039;&#039; A trio of Deathwatch lead a team of Inquisitorial troopers to an ice-bound moon in search of missing Adeptus Mechanicus explorators. Following their trail into ancient caverns, the Deathwatch find a bunch of necrons waiting to kill them all!&lt;br /&gt;
*&#039;&#039;&#039;War in the Museum:&#039;&#039;&#039; Short story, Trazyn shows the problems of having living creatures as part of lifesized dioramas&lt;br /&gt;
*&#039;&#039;&#039;Warhammer Adventures: Attack of the Necron:&#039;&#039;&#039; Small children without guns versus the Necrons. We all know how this is going to [[rape|end.]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tomb Kings]] and [[Vampire Counts]] for their [[Warhammer Fantasy]] equivalents (fun fact: both armies used to be one single Undead army full of mysterious motives and EVULZ, and as such the current state of Necrons is more of a step back to roots than being outright &amp;quot;new&amp;quot;. Also oldcrons, minus Vampire dickery, are pretty much just Vampire Counts like Newcrons are basically just Tomb kings).&lt;br /&gt;
* [[Necron Army Creation Tables]]&lt;br /&gt;
* [[Warhammer 40,000/Tactics/Necrons (9E)|Tactics on how to play them.]] &lt;br /&gt;
* [[Assholetep]] - A Necron Overlord of insufferable dickheadedness&lt;br /&gt;
* Lolcron, a popular Necron [[drawfag]].&lt;br /&gt;
* [[False Immortality]]&lt;br /&gt;
* [[Heavy-chan]]&lt;br /&gt;
* [[Lolicron]]&lt;br /&gt;
* [[Lovecron]]&lt;br /&gt;
* [[Papalith]]&lt;br /&gt;
* [[Shanako]]&lt;br /&gt;
* [[Imotekh the Stormlord]] - The de facto most powerful Necron ever.&lt;br /&gt;
* [[Silent King]] - THE most powerful Necron ever.&lt;br /&gt;
* [[Nemesor Zandrekh]], known for being both a total bro and completely senile.&lt;br /&gt;
* [[Thri-Kreen Erotica|Trazyn the--]] Goddamn it! That link was a fake! Curse you [[Trazyn the Infinite|Trollzyn]]!!!!&lt;br /&gt;
* [http://www.youtube.com/watch?v=4q2e8lnqwwk Their theme from Dawn of War].&lt;br /&gt;
* [[Æonic Orb]]&lt;br /&gt;
* [[My Immortal|The most cursed piece of writing to ever blight the Necron race]].  The Deceiver probably wrote it in his free time as a revenge plot.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:1228731983317.jpg|Suddenly, [[dreadknight|Monoliths just got even more]] awesome.&lt;br /&gt;
Image:1204274003601.jpg|[[Angry Marines]] can really fuck your shit up.&lt;br /&gt;
Image:1208121844297.jpg|Necron players are well-known for their carefully planned tactics of &amp;quot;[[Wallhammer|move-shoot-move-shoot]]&amp;quot;.&lt;br /&gt;
Image:1208122137113.jpg|Thanks to Matt Ward this is now canon. Give thanks to our spiritual liege for Thaszar the Invincible!&lt;br /&gt;
Image:274.jpg|IN THE GRIM DARKNESS OF THE 41ST MILLENNIUM, THE ARGUMENT STILL RAGES&lt;br /&gt;
Image:1208122702531.jpg|Here we see the humble [[Drawfag|Lolcron]], irritably drawing away.&lt;br /&gt;
Image:1229675685738.jpg|&lt;br /&gt;
Image:Lolicron05.jpg|Lolcron and lolicron - know the difference! &lt;br /&gt;
Image:Necron_by_Android_Arts.jpg|No.&lt;br /&gt;
Image:591.jpg|&lt;br /&gt;
Image:Thrillercrons.jpg|&#039;&#039;The funk of 40,000 years.&#039;&#039;&lt;br /&gt;
Image:Nodrawtoday.jpg|[[Drawfag|Lolcron]] is a lazy bum these days.&lt;br /&gt;
Image:lolcrontroll.jpg|Necron update 2011 in a nutshell. &lt;br /&gt;
File:Pariah Lee.jpg|The Necron&#039;s ace in the hole.&lt;br /&gt;
Image:Lolcron1.jpg|Damn space commies.&lt;br /&gt;
Image:Lolcron2.jpg|&#039;&#039;Goddamnit.&#039;&#039;&lt;br /&gt;
File:1304191380926.jpg|Ah, the early weakling 5th-ed + OP 7th-ed buddies.&lt;br /&gt;
Image:Taucronxeno .jpg|This is what we call a xeno double-down.&lt;br /&gt;
Image:Monolith song.jpg|Monoliths are known to inspire great songs.&lt;br /&gt;
Image:StupidSexyFlayed.jpg|Flayed Ones are adept at finding ways to maintain a nice figure.&lt;br /&gt;
Image:SadCron.jpg|A little reminder of what she&#039;s lost.&lt;br /&gt;
File:Stormlord.jpg|Phaeron Imotekh in all his egotistic glory.&lt;br /&gt;
File:Cult2.jpg&lt;br /&gt;
Image:Necron_motivator.JPG&lt;br /&gt;
File:Shenanigans.jpg&lt;br /&gt;
File:Necron skeleton.PNG| [https://www.youtube.com/watch?v=K2rwxs1gH9w Spooky Scary Necrons, send shivers down your spine]&lt;br /&gt;
File:Rising.jpg| Hmmmm....What is taking Ol&#039;Zandrekh so them long for our Necron flaying party?&lt;br /&gt;
File:245433.jpg|C&#039;tan-chan will suck your soul out through your urethra and she won&#039;t even touch your dick.&lt;br /&gt;
File:Female necron by lutherniel-dbhnh4t.jpg|A more realistic looking female Necron. Considering that only nobility could have their bodies shaped into how they were in life, she&#039;s definitively at least a Necron Lord/Lady... assuming sexual dimorphism on a robot body is considered worth the effort  &lt;br /&gt;
File:Mega Spooky.png|Mega Spooky.&lt;br /&gt;
File:Necron-characters.jpg|Go, Go, Necron Rangers...&lt;br /&gt;
File:Necron_with_booty_by_S_Socrates.jpg|With booty&lt;br /&gt;
File:Necron dynasty map galaxy.PNG| Necrons in the galaxy&lt;br /&gt;
File:Necron dynasty map galaxy segmentum solar.PNG| Necrons in the [[Segmentum#Segmentum_Solar|Segmentum Solar]]&lt;br /&gt;
File:Necron dynasty map galaxy segmentum obscurus.PNG| Necrons in the [[Segmentum#Segmentum_Obscurus|Segmentum Obscurus]]&lt;br /&gt;
File:Necron dynasty map galaxy segmentum tempestus.PNG| Necrons in the [[Segmentum#Segmentum_Tempestus|Segmentum Tempestus]] ‎&lt;br /&gt;
File:Necron dynasty map galaxy ultima segmentum.PNG| Necrons in the [[Segmentum#Ultima_Segmentum|Northern Ultima Segmentum]] ‎   &lt;br /&gt;
File:Necron dynasty map galaxy ultima segmentum 2.PNG| Necrons in the [[Segmentum#Ultima_Segmentum|Southern Ultima Segmentum]] ‎&lt;br /&gt;
File:Necron dynasty map galaxy segmentum pacificus.PNG| Necrons in the [[Segmentum#Segmentum_Pacificus|Segmentum Pacificus]]&lt;br /&gt;
File:Necron dynasty map galaxy sautekh.PNG| Territory of the [[Imotekh the Stormlord|Sautekh Dynasty]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{{Necrons-Forces}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Xenos]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6D93:A45B:F549:A177</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Communism&amp;diff=149008</id>
		<title>Communism</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Communism&amp;diff=149008"/>
		<updated>2023-05-11T05:55:24Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6D93:A45B:F549:A177: Undo revision 887068 by 85.237.194.169 (talk) Hippity hoppity go back to /pol/ity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flamewar}}&lt;br /&gt;
{{Fail}}&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
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[[Image:Communismleaders.jpg|right|thumb|400px|Contrary to western propaganda, this is how communism has always worked]]&lt;br /&gt;
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{{topquote|Under [[capitalism]], man exploits man. Under communism, it&#039;s just the opposite.|Anonymous radio host from Soviet Armenia; also attributed to Yakov Smirnov}}&lt;br /&gt;
{{Topquote|MASH THE DIRTY RED SCUM! KICK THEM IN THE TEETH WHERE IT HURTS! KILL! KILL, KILL! FILTHY BASTARD COMMIES! I HATE THEM, I HATE THEM! AH! AH!|Ordo Xenos Inquisitor John Cleese, responding to the threat of the Damocles Crusade}}&lt;br /&gt;
{{topquote|Communism is the corruption of a dream of justice.|Adlai Stevenson I}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communism&#039;&#039;&#039; can refer to two concepts: the society where the economy is collectively managed and organised government is replaced by local communes (hence the name), and the (usually) authoritarian ideology that seeks to instate such a perfect society. Communism in the first sense had been tried in various villages through the early nineteenth century before fizzling out or being suppressed by authorities, but most people are only interested in the second sense, due to its enormous impact on the twentieth century. Communism the ideology is generally associated with oligarchic rule of the &amp;quot;vanguard party&amp;quot; and a degree of central planning; it was the state ideology of the Soviet Union and its satellite states, as well as a few minor powers such as Yugoslavia and Vietnam, during the Cold War. It is still, albeit in a very modified form, adhered to in a few countries today, such as the People&#039;s Republic of China, North Korea and Cuba.&lt;br /&gt;
&lt;br /&gt;
In many ways, it is the opposite of [[capitalism]], both of them along with [[nazi|nazism]] are considered by some historians as diverging branches from [[humanism]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Image:Boris_Yeltsin_in_Texas.jpg|right|thumb|400px|Boris Yeltsin visits a Randall&#039;s in Houston.&amp;lt;br&amp;gt;Two years later the Soviet Union was dead.&amp;lt;br&amp;gt;Communism &amp;lt; Jello Pudding Pops]]&lt;br /&gt;
The ideology of communism is highly diverse, as numerous thinkers have proposed different definitions and pathways to a communist society, yet most modern communists, in one way or another, derive their ideas from the writings of Karl Marx: hence, it is Marxist communism that will be discussed here. Even then, a full explanation is far beyond the scope of this wiki, so [https://en.wikipedia.org/wiki/Communism Wikipedia] might be a better bet if you want to get into the philosophical and economic details. &lt;br /&gt;
&lt;br /&gt;
Most non-Marxist communists are more anti-authoritarian (e.g. Kropotkin, Makhno), so they are sometimes classified as [[Malal|anarchists]] instead. However, even Marxist communism is not homogenous, ranging from the more extremist (Hoxhaism, Stalinism aka Marxism-Leninism) to more moderate (Titoism, Kadarism, classical Marxism), sometimes mixed with nationalism (Juche), liberal capitalism (Dengism) or - ironically given communism&#039;s recurring [[Imperial Truth|anti-religion]] tendency  - &#039;&#039;Catholicism&#039;&#039; (Liberation theology). Perhaps the reason why there are so many different variations of communism is because Marx and Engels&#039; blueprint is so vague in many places (it didn&#039;t help that Marx died before finishing &#039;&#039;Das Kapital&#039;&#039;) that it lends itself to a dizzying array of interpretations, for better or worse. &lt;br /&gt;
&lt;br /&gt;
Marxism originates with the work of (newsflash) Karl Marx and Friedrich Engels: Engels was the working son of an industrialist, while Marx got a PhD in law and spent much of his life in academia and radical politics; this arguably makes them the world&#039;s first [[Gretchin Revolutionary Committee|socialist justice warriors.]]  These two developed their economic theories as a response to the effects of the Industrial Revolution. Marx observed that while the mechanization of production was a good thing since it generated a lot of wealth, he believed it was [[Rage|grossly unfair]] since said wealth was accumulating in the pockets of only a few [[Games Workshop|fucking rich pricks]] and most other people lived in Victorian poverty. He further saw this as another step in a long historical trend in which a class that owned the means of production (i.e. factories, land, etc.) exploited and dominated a lower class that had to sell its labor power to survive (by working in said factories, land, etc.) even though they had no say in how the means of production could be used and had a better claim to it on account of being the class that actually used the means of production. &lt;br /&gt;
&lt;br /&gt;
Marx viewed society as being on a very clear cut path of social evolution with clearly defined phases, based on his interpretation of Hegelian philosophy (we suggest you look that up yourself, it&#039;s much too complicated to make into a pithy explanation here). Every phase represented a different form of economy and social hierarchy, and, while starting out &amp;quot;progressive&amp;quot;, would eventually [[Imperium of Man|fall into degradation]] as it exceeded its limits. At this point, this decayed socio-economic system would have to be overthrown and replaced with a more just and advanced one, starting a new phase: Marx considered the Fall of the Roman Empire (transition from individual slavery to land-based feudalism) and the revolutions of the 19th century (transition from feudalism to industrial capitalism) to be the moments when such a transition occurred. He believed that capitalism was rapidly approaching its own collapse and replacement.&lt;br /&gt;
&lt;br /&gt;
The new social order, Marx believed, would be collectivist, atheist and classless: as industrial production required people to work together on a large scale, so too would the new system of government. The new society would start out more authoritarian (socialism) before its government would eventually dissolve (communism proper). The economy would be controlled by the workers rather than by individual shareholders, competition would be discouraged in favor of a more cooperative and collective-oriented mindset, and religion (which Marx considered an obsolete &amp;quot;opiate of the masses&amp;quot;- although contrary to popular belief he did not actually oppose its existence) would fade away when it was no longer needed to distract people from the poor conditions they lived in. Most importantly, the new order would end the traditional state of affairs in which one class dominated all others through its control of the means of production and allow for true equality and prosperity for everyone. It is for this reason that no Communist party has claimed it has actually &#039;&#039;created&#039;&#039; a communist society, as according to their ideology they are simply guiding society through its socialist phase until true communism can be achieved at an unspecified future time.&lt;br /&gt;
&lt;br /&gt;
However, Marx and Engels never gave a clear outline of how such a society could be created or what it would look like, either because they believed the workers would decide that or [[Profit|they had no idea or plan for how to achieve it]].  The the first one to put it into practice on a national scale (Vladimir Lenin) gave it a distinctly authoritarian spin which only got worse with Stalin. It should not be surprising that even in Marx&#039;s own time there were many opposing views of how a communist society would be created and maintained since he failed to give a method to accomplish it.&lt;br /&gt;
&lt;br /&gt;
As a whole, most forms of Marxism are highly skeptical of liberal democracy (albeit supportive of the democratic process itself and direct democracy in particular), as it is considered to be corrupt and easily manipulated by the wealthy (even if you take the role of the media and its ability to influence public opinion into account, the old stereotype of politicians serving their richest donors rather than the people they allegedly represent didn&#039;t exactly spring out of a vacuum); similarly, they dismiss the process of slow reform advocated by social democratic ideology as a mass of half-measures intended to preserve a broken system instead of replacing it. In its place, communists propose the &amp;quot;dictatorship of the proletariat&amp;quot;. Before you jump to conclusions, Marx considered all forms of government to be a form of dictatorship in that one class held absolute power over all others; in this case, the class in question would be the workers, who would use the innately authoritarian power of the state to ensure that a worker-controlled democratic decision-making process would not be opposed by reactionary elements attempting to re-establish the old order (also, keep in mind that back in Marx&#039;s day even the most democratic societies restricted the vote to male property owners). According to Marx, this dictatorship would last only long enough to eliminate the differences between classes- as the state&#039;s existence is due to said class differences, this would eventually lead the state to dissolve when it was no longer needed...somehow. &lt;br /&gt;
&lt;br /&gt;
One of Marx&#039;s most prominent socialist rivals, Mikhail Bakunin, made the prediction that a dictatorship of the proletariat wouldn&#039;t &amp;quot;wither away&amp;quot; as Marx expected, but instead would serve as the foundation of a new ruling class that would dominate and exploit the proletariat just like the capitalists did: rather than class differences leading to the creation of the state, it was the state itself that allowed those class differences to exist in the first place. As a result, using the power of the state to end class differences would only perpetuate them further.&lt;br /&gt;
&lt;br /&gt;
In Leninism, Marxism-Leninism, and their offshoots, the dictatorship of the proletariat takes form of the &amp;quot;vanguard party&amp;quot;, consisting of the most &amp;quot;class-conscious&amp;quot; individuals. This party would be given near-absolute power over society and economy, so that transition towards socialism and eventually communism would proceed properly. As such, most communist states using the Marxist-Leninist model and its relatives have been dictatorships, headed either by charismatic despots (Lenin, Stalin, Mao Zedong, Pol Pot), or by the party oligarchy (modern China, late USSR). While other forms of communism exist that do not follow the vanguard party model, they are too lacking in influence to have ever been implemented on a national scale so we can&#039;t really say what they&#039;d be like. It should also be noted that Marx and Engels themselves doubted the idea that a small revolutionary party could represent the will of the working class, an idea originally espoused by one of his other contemporaries (Blanqui, if you&#039;re curious).&lt;br /&gt;
&lt;br /&gt;
===Issues===&lt;br /&gt;
One of the (many) major flaws in communist ideology is that its economic theories simply cannot be translated into the real world. For all the bullshit and genuine problems that happen in the free market (or the corporation-dominated form that exists today, at any rate), it still has the advantage of solving what economists call the &#039;&#039;economic calculation problem&#039;&#039;[https://en.wikipedia.org/wiki/Economic_calculation_problem .] To make a long story short, free markets work by allocating resources to where they are most needed and will produce the most value for people, and they are able to do this through &#039;&#039;price signals&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Consider: Games Workshop wants money. You have money. So they make little [[Space Marines|metal figures]] that you want and so you buy them, and [[profit|they make money]]. Then they decide they want to make more money. So they try making a [[Manta|big honking model that costs a lot of money]], but you don&#039;t buy it because you&#039;re poor. By doing this [[Age of Sigmar|over]] and [[Primaris Marines|over]] again, GW eventually figures out what will and won&#039;t sell at what price, and you come to regard them as a money grubbing lawful evil because they&#039;re making a thing you want and charging you close to the highest price you&#039;re willing to pay to get it.  &lt;br /&gt;
&lt;br /&gt;
In a free market, nobody really needs to know what the whole economy looks like or how much steel the country will need in a given year; people only need to know how &#039;&#039;their own&#039;&#039; business works: what their customers want and what they&#039;ll pay for it. Under planned economies, by contrast, decisions are made by politicians and bureaucrats who have no understanding of how anything works and who pay no price for being wrong, leading to massive malinvestment and waste. Even nominally Communist governments were forced to implement some capitalist policies after learning this the hard way, though the degree to which they did so varied from country to country, with China being among the most capitalist and North Korea being the least.&lt;br /&gt;
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Furthermore, Bakunin&#039;s predictions about the dictatorship of the proletariat turning into a dictatorship &#039;&#039;over&#039;&#039; the proletariat have proven to be consistently correct, with party bureaucracies quickly assuming the same exploitative practices that their capitalist precursors used and claiming the means of production for themselves rather than passing them onto the workers. Often, they actually made those practices worse and suppressed labor movements more aggressively than the capitalists they had overthrown. &lt;br /&gt;
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Liberal philosophers like Karl Popper on the other hand took a more fundamental approach to their critique; Popper in particular had the major criticism that history doesn&#039;t run on predetermined rulesets and laws, like Marx thought, and that such a line of thinking, especially when paired with the promise of a socialist utopia, would ultimately just serve people like Lenin and Mao Zedong, who would abuse this ideology to create authoritarian nightmares that only serve themselves. Seeing how the Socialist dream always ended in stagnation, dictatorship and misery, he was ultimately proven to be right about a lot of things. Sociologists like Didier Eribon formulated another criticism on how Marxism views society; mainly that the working class, especially in our day and age, is not a uniform monolithic bloc that can be rallied to join a revolution or even a cause. While sharing common interests, how these interests manifest themselves in any individual can range wildly and also how the influence of social background often unconsciously makes people act against their own interests.&lt;br /&gt;
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Even in an ideal universe where the bureaucracy running a centrally planned economy wasn&#039;t corrupt or inept, the technology to monitor and plan any sort of national economy has yet to be invented and what we have now can&#039;t keep track of everything well enough to make it work; the average economy is incredibly complex and not even the most advanced computers that currently exist can predict every possible variable that might affect how the economy functions (let alone predict the long term effects of a plan), so mistakes will inevitably occur and snowball with dangerous consequences. As a result, a centrally planned economy invariably destroys the countries in which it is attempted due to drop of quality in consumer products, and eventually, food sources. Countries like China use the international market to get around this, but this is only delaying the inevitable. It gets even worse when you factor in the further increased complexity demanded by globalization. Technological advancements in the future might be able to mitigate this issue or even solve it outright, but they may not happen for a very long time. &lt;br /&gt;
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Other types of planned economies exist too, but they are much less common and tend to exist on smaller scales so we can&#039;t really tell how well they&#039;d work on a national level, let alone an international one. They do seem to function surprisingly well on a regional/municipal scale though, especially those which are decentralized and use little to no top-down authority when making decisions. Only time will tell if they work on larger scales too, assuming that they are not forcibly ended by their rivals first. &lt;br /&gt;
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The economic failures of Socialist countries can also be found in Communist ideology itself; if your state says that it&#039;s heaven on earth, then said state won&#039;t do a whole lot to potentially improve things it has apart from occasional repairs or inventing new things that aren&#039;t necessary for its own survival. The downfall of the USSR and its aftermath is a good example of this; WWII destroyed a lot of stuff in Russia, so the government increased funding for sectors essential to rebuilding the nation. Productivity remained high until the late 70s, when, paired with party cronyism, the job of rebuilding Russia was finished and productivity started to stagnate on a high level. The only sectors that saw regular innovation and new invention were the arms and nuclear weapons industry. So it came to be that the West ultimately shot waaaay past the USSR in terms of productivity and wealth and ultimately defeated it. &lt;br /&gt;
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That being said, mixed economies combining elements of communism and capitalism (e.g. Keynesianism and the &amp;quot;Nordic Model&amp;quot;) have consistently proven to be functional enough to not destroy countries, albeit these successes have much more to do with cultural factors than with any success of communist ideology, the latter of which has steadily been abandoned over the last few decades. As mentioned above, these mixed economies are typically viewed by socialists to be more closely related to capitalism than communism, and most of them believe that the welfare systems they depend on are likely to be privatized in the absence of a stronger shift away from a capitalist economy. Several of these economies have indeed been abandoning their socialist elements over time in favor of a more capitalistic system, due in no small part to economic stagnation and near-collapse due to socialist economic policies, although one could also point to major corporate and capitalist interests undermining said socialist policies as a cause of both of those. We&#039;re not in a position to say which of those explanations is more likely to be true, so we&#039;ll leave it at that.  &lt;br /&gt;
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Furthermore, Communist governments tend to move away from the tenets of Marx and Engels in an attempt to force their ideas to work in situations they were never intended to function in. Marx believed that the shift to socialism and then communism could &#039;&#039;&#039;only&#039;&#039;&#039; work in an advanced industrial capitalist society with an established working class and that any attempt to make it happen before that point was doomed to backfire (and as Venezuela has since shown us, even THAT prediction was clearly wrong), and one must also remember that while much of what he said was prescient, he had no idea how capitalism would develop past his own era. &lt;br /&gt;
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Lenin got around this by claiming that he could &amp;quot;telescope&amp;quot; the capitalist and socialist revolutions into a single event with the aid of the aforementioned vanguard party and proposing an alliance with the Russian peasantry to compensate for the undeveloped presence of the working class. Even then, Lenin tentatively allowed a shift back to private ownership for the Kulaks just so the Soviet economy could get back on its feet, before Stalin purged them all as class enemies and triggered a widespread famine known as the Holodomor (which the vast majority of historians suspect was intentional on Stalin&#039;s part). &lt;br /&gt;
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Mao Zedong took this to an even further extreme by forcing the revolution in the primarily agrarian China and then trying to kick-start industrialization with the &amp;quot;Great Leap Forward&amp;quot;. It was a total failure for several different reasons, and Mao&#039;s hamfisted attempt to retain control of the Communist Party afterwards gave rise to the Cultural Revolution and all the bloodshed that came with it. Somewhat like Lenin, Mao&#039;s successor Deng Xiaoping ended up implementing capitalist policies (while leaving all the other oppressive elements intact) in response to the earlier economic crises. While it did salvage the economy, it also ended up producing a system that arguably combines the worst qualities of both capitalism and communism that survives only by constant pandering to nationalist sentiments. &lt;br /&gt;
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Because of the legacy of the Cold War and everything mentioned above, mass famines among numerous communist countries, and widespread human rights abuses from the regimes of communist leaders, communism is about as &amp;quot;loved&amp;quot; as fascism; there&#039;s good reason why people occasionally put Stalin and Mao, and communism/socialism, on equal footing with [[Nazis|Hitler]] and Imperial Japan in terms of evilness. Even the forms of communism that originated independently of the Leninist traditions are generally poorly regarded at best due to guilt by association. This is ironic, given that Lenin (and later Stalin) spent a considerable period of time trying to wipe out the forms of communism that diverged from Leninism.&lt;br /&gt;
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As an interesting closing note, some people claim that the rise of automation (robotic and algorithmic) has the potential to bring about a society that resembles what communism tried to achieve. Today, most farming is done either automatically, or by a single dude riding a combine and doing the job of hundreds of farmers in a single day, manufacturing has also similarly gone through a wave of automation which has seen many factories reduce the number of their workers from hundreds to mere dozens, and the recent bastion of human labor - the service sector - is slowly seeing the penetration of algorithms and in rare cases robots into the fold. What all this means is that humanity needs to do less and less work while the automated systems do it just as well if not better, these &#039;means of production&#039; can be (in theory) easily nationalized and the usual problems of people slacking off due to everyone being paid equally is eliminated since both the neurosurgeon and waiter who are &#039;paid the same for their effort&#039; are robots. Add to that the rise of 3D printing which may act as poor man&#039;s Star Trek replicators (eliminating the need to buy a smörgåsbord of stuff) and theoretically we could be on track towards &amp;quot;fully automated luxury gay space communism&amp;quot;. However, none of these advances do anything about the economic calculation problem. They do not tell us how many robots to build or whether those robots should farm corn or assemble 3D-printed guns. More relevant from a communist perspective is the fact that these robots are still &#039;&#039;privately owned&#039;&#039; and so fail to address the core issue with capitalism in that the workers do not control the means of production and still have to sell their labor to live. All of this automation merely reduces the demand for human labor in some parts of the economy, pushing workers into whatever sectors of the economy are still hiring humans and leaving them destitute if they can&#039;t find anyone to sell their labor to. In fact, the original Luddite movement was a reaction to this very issue: it was composed of textile workers who had lost their jobs as a result of machinery eliminating the need for their skilled labor. (Contrary to popular belief, they didn&#039;t oppose technology itself so much as the fact that said technology was being used by employers to put weavers out of work and offered the ones that remained employed nothing in return but lower wages.) As always, only time will tell if automation can live up to its hype but historical precedent thus far is not promising.&lt;br /&gt;
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=== Note ===&lt;br /&gt;
It also is notable that Communist is often used as a dismissive snarl in modern first world politics against the left wing, even when actual Stalinist-style communists (or &amp;quot;tankies&amp;quot; as other communists and socialists call them, a reference to the Soviets&#039; sending in tanks to suppress the Hungarian Revolution of 1956) are a small minority on the fringes. There is also a distinction between Revolutionary Communists like the Bolsheviks and the Democratic Socialists such as the German SPD, which believe that the transition to socialism and then communism does not necessarily require an outright revolution and can be implemented through peaceful means. Ironically, it is the latter that more closely resembles classical Marxism. Democratic socialism in turn is not to be confused with social democracy, which is a form of liberal democracy whose capitalist economic system is paired with regulation and social welfare programs to mitigate the excesses of capitalism (with varying degrees of success as described above).&lt;br /&gt;
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==Communism in Traditional Games==&lt;br /&gt;
In general there are three ways communism is used in fiction and board games:&lt;br /&gt;
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1: &#039;&#039;&#039;Filthy Godless Red BASTARDS!&#039;&#039;&#039;: Dangerous, faceless enemies, ripped straight from the wettest dreams of the Cold War-era American John Birch society. These communists are the enemy; a vast, brutal, godless horde determined to take over the world that our heroes must resist. Nowadays, this attitude is usually played for comedy, as in &#039;&#039;[[Paranoia]]&#039;&#039; where Friend Computer&#039;s glitched-out personality has made it a paranoid wreck obsessed with a largely-imaginary adversary (while creating some actual communists in the process). Others have played it seriously, especially in works produced during the Cold War (such as the 1984 film &#039;&#039;Red Dawn&#039;&#039;).  By the way, if you want an example of literal CommuNazis, the East German Stasi are a good place to start, although the Nazi part is mostly aesthetic and the Communist ideology is what was dominant (for CommuNazis as an ideology, Nazbols are basically that, combining far left economic policy and far right cultural party). Red Alert 1 is a /v/idya example, totally starting with a massive Tabun gas attack on the Polish city of Torun with &#039;&#039;children&#039;&#039; being discussed as dying the easiest.&lt;br /&gt;
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2: &#039;&#039;&#039;Champions of the Proletariat&#039;&#039;&#039;: The other side of the coin to what is listed above. These are either rebels against corrupt corporate overlords (frequently cyberpunk heroes) or a body of workers and soldiers fighting against fascist invaders (any game from the Russian perspective in WWII will count). Occasionally this show up in Medieval settings as anachronistic peasant revolts or other politically-radical types out to pull down the social parts of [[Medieval Stasis]]. Red Alert 3 has this a smidge between the lines, moreso in Uprising where they avenge innocent Russian citizens being frozen and crushed alive for fun by bloodthirsty Allied mercenaries.&lt;br /&gt;
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3: &#039;&#039;&#039;GLORIOUS COMMUNISTS&#039;&#039;&#039;: Somewhere between the other two and generally played for laughs. Communist regimes are oppressive and ponderous, but also able to do great things through sheer force of Industrial Might, Soviet Super Science, Stalinist Architecture and Will-Of-The-People and can be heroic just as easily as villainous. See Red Alert-II(more of it) and III(less of it), and to a lesser extent a few parts of the [[Imperium of Man]]. As close to real communism as you can get, comrade.&lt;br /&gt;
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Communism has also provided us with the Russian army, which is an awesome gaming resource and reference, either in a drunken, drown-your-enemies-with-bodies-and-artillery sort of way (World War II), or a send-in-the-hardened-and-manly-Spetsnaz-and-tanks way (Cold War). It is a sacred law of [[/tg/]] alternate history [[/tg/&#039;s homebrews|homebrew]] settings that there must be at least one communist faction and it must control at least 50% of the world&#039;s total landmass. Even [[Warmachine| Khador]] draws on the imagery of the Soviet armed forces, despite being more analogous to Tsarist/Imperialist Russia politically, aside from their Manifest Destiny &amp;quot;Why can&#039;t everyone else just roll over and let us conquer them?!&amp;quot; ideology that has... [[Nazi| other roots]].&lt;br /&gt;
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Like all radical ideologies, communists are all over [[Shadowrun|the Sixth World]], mostly among the poor and disenfranchised who can&#039;t help looking up at the big fancy megacorp enclaves and wondering how &#039;&#039;that&#039;&#039; makes any kind of just sense. The Berlin Flux State was probably the biggest and most successful anarcho-communist enclave in-setting for a while, before it became such an embarrassment to the megacorps insisting they should be the only game in town that many of them (including the one run by the great dragon Lofwyr) had it dismantled somewhere around second or third edition.&lt;br /&gt;
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People like to call the [[Tau]] communist. There&#039;s &#039;&#039;some&#039;&#039; truth to that, given they&#039;re a highly-collective society that generally values group achievement over personal accomplishment, but they&#039;re also a largely class-stratified society, with only the assurance that their leaders are theoretically cooperating for the [[Greater Good]] to keep them from being out-and-out feudalists with castes. This system is actually very similar to Italian and Spanish &#039;&#039;[[Nazi|fascism]]&#039;&#039;, where the economy was split between several large trade-based corporations, where the workers and the bourgeoisie were supposed to talk out their issues together (under the benevolent guidance of the party elites of course) but this is not a perfect fit either.&lt;br /&gt;
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There was also the [[Gretchin Revolutionary Committee]], a parody of the kinds of communist guerrillas of previous decades, who are armed grots out to demand equal treatment from their Ork masters with comical results. The Imperium, being a decentralized feudalistic empire, undoubtedly has many worlds that have communist governing bodies and economies, and maybe even a few where things worked out okay.&lt;br /&gt;
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The [[Genestealer_Cult|genestealers]] of the rusted claw have a communistic vibe as they utterly reject wealth in all its forms to the point that they dont bathe or maintain their weaponry allowing it to rust. They willingly joined the [[Tyranid|tyranids]] in order to escape the dismal working conditions of the [[Adeptus_Mechanicus|mechanicus]] and are one of the few truly nihilistic cults as some of them know that their masters will kill them in the end.&lt;br /&gt;
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In &#039;&#039;&#039;Pariah: Ravenor vs. Eisenhorn&#039;&#039;&#039;, Alizebeth Bequin (The clone) was seen hunting for relics from a collector. There, she came across [[wat|an ancient children&#039;s toy in the shape of a rocket with the marking of C.C.C.P (aka &#039;&#039;&#039;оюз Советских Социалистических Республик&#039;&#039;&#039; (Soviet Union))]]. Although it was obvious that 40k sets in the far future of our real world, it none the less confirmed the existences of Soviet Russia and communism in the setting. Btw, neither Bequin nor the collector knew what CCCP meant, considered much of the ancient Terra history were lost in the far future, but at least they remembered ancient humans on Terra made their &#039;&#039;first step&#039;&#039; to space using chemical rockets.&lt;br /&gt;
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[[Pathfinder Roleplaying Game|Golarion]] has got a semi-hemi-demi communist nation in-setting: Galt, land of insane, constant revolution where the only winners are the &#039;&#039;final blades&#039;&#039;. It represents the &amp;quot;messy revolutionary&amp;quot; kind of communism rather than any of the three flavors above, though there&#039;s some obvious mixing with the principals of the French Revolution that was its more-direct inspiration.&lt;br /&gt;
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The [[Harpers]] of Faerun are, among other things, semi-communists in outlook. They strongly favor removing power from single governments and shifting leadership to individual communities. This can make them heroic when unseating despots but significantly less so when assassinating anyone who tries to unite the city-states. &lt;br /&gt;
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[[Khador]] in Warmachine takes the Glorious Soviet Russia identity and wears it like a badge, even though its actual government resembles Tzarist Russia.&lt;br /&gt;
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&#039;&#039;[[Star Trek]]&#039;&#039; is complicated. On the one hand, the Federation has essentially a communist economy and they have the humanist element down, but their advanced technology has created a post-scarcity economy, so it can be interpreted that the producers thought this would be a natural product of a society where everybody was self-sufficient. Conversely, their chief rivals, the Klingons and the Romulans, are transparent analogues of the USSR and Maoist China seen through the pre-détente eyes of an American lounge lizard. Similar post-scarcity communists are common in &#039;&#039;[[Eclipse Phase]]&#039;&#039;, though with a much stronger anarchist bent. They are largely and uncomplicatedly perfect due to the game designers&#039; raging stiffy for that kind of thing.&lt;br /&gt;
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Any WWII or quasi-WWII game worth its salt will have a communist faction, including the classic &#039;&#039;[[Axis &amp;amp; Allies]]&#039;&#039; and the modern wargame &#039;&#039;[[Flames of War]]&#039;&#039;. Additionally, many classic board games have attempted to tap into the forty-five year struggle for dominance between America and the communists. The most famous and best is probably &#039;&#039;[[Twilight Struggle]]&#039;&#039;. [[TSR]] also released an RPG set during the Cold War called &#039;&#039;[[Top Secret]]&#039;&#039;, though, like most non-&#039;&#039;D&amp;amp;D&#039;&#039; TSR products, no one under thirty-five has ever heard of it.&lt;br /&gt;
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{{BLAM|This article has been marked as containing treasonous capitalist road sentiments. Please report to your local commissariat for re-education through labor.}}&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:AK-47.jpg|Glorious Soviet Industries could be used to produce huge numbers of reliable and effective things which are still in high demand after a half a century...&lt;br /&gt;
File:Lada 1200.jpg||...Their cars are not on that list.&lt;br /&gt;
File:Communism and the NTS Fallacy.png|Still a better track record than the Nazis (not pictured, Ho Chi Minh, Fidel Castro and more)&lt;br /&gt;
File:Space marine commie.jpg| Do your duty comrade&lt;br /&gt;
File: Stalin space marine.jpg| This is how some people think World War II actually went&lt;br /&gt;
File: Space marine revolution.jpg| The cure for [[Chick Tracts]] (&amp;quot;something something worse than the disease&amp;quot;)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[Imperium of Man]] as it too was based on a revolutionary progressive ideal that gave way to despotism, with the big question being if this was a natural consequence of the ideal or a complete perversion.&lt;br /&gt;
* Come to think of it, most failed utopian societies that /tg/ loves probably borrowed from the history of Soviet Russia in some way, especially from the revolutionary to Stalinist era.&lt;br /&gt;
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[[category:Not related]]&lt;br /&gt;
[[Category:history]]&lt;/div&gt;</summary>
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