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		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Imperialis Militia</title>
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		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8C42:816B:D39B:B25: /* Provenances of War */&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;
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 just want fodder against Weapon Destroyed on the vehicle damage table, take one for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; The S7 AP4 Heavy 2 classic, except now with &#039;&#039;Rending 6+&#039;&#039; so you peasants without Assault Cannons can also roll random crits. A good choice on your Fire Support squads given its price, high rate of fire making up for poor BS and the relative lack of S6/S7 shooting in the list. More questionable on vehicles and Sentinels, as you&#039;re already paying so much for the platform it comes in and you might as well get a better gun.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Has been nerfed into the ground because it countered MEQs too hard in the previous edition. Its S8 AP4 is frankly useless against Dreadnoughts/Automata, its 3&amp;quot; blast is too small for anti-infantry, while it&#039;s simply not as good against vehicles compared to...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Cannon:&#039;&#039;&#039; An absolutely excellent choice against literally anything bigger than an MEQ. Heavy 2 &#039;&#039;Brutal (2)&#039;&#039; means you have respectable wound volume, while S9 AP2 means reliable wounding against Dreadnought/Automata and ID against Terminators. &#039;&#039;Sunder&#039;&#039; makes it formidable as an anti-vehicle option too. Unless you&#039;re playing against Sisters of Silence, there will always be a good target for the Vanquisher. Take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Various heavy ordnance that don&#039;t fit under Auto weapons for whatever reason. A lot of these are specific to a single unit, so look in those entries instead.&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; Like the Battle Cannon, it was seriously nerfed from 1.0, this one because it countered TEQ too hard. However, the rework is a usable weapon, as S12 Ordnance means you will penetrate basically any vehicle, while AP3 &#039;&#039;Sunder&#039;&#039; gives it 1-shot potential against smaller Automata. It&#039;s not generally as good as the Vanquisher, but don&#039;t discount this when playing against Mechanicum or Imperial Army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The classic automatic rocket launcher. A better anti-infantry option than Las/Auto, but don&#039;t expect to use it as anything other than that.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The Marine-standard S4 AP5 24&amp;quot; Rapid Fire. Generally worth it on the models that can get it, as it is indeed that much better than the lasgun.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 1-shot 12&amp;quot; pistol version of the above. Most models with access to Bolt Pistols have access to Blast Pistols for the same cost. Unless you think you need the extra 3&amp;quot; range, then the extra shot and strength will always be the better choice.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; At Heavy 4 S5 AP4, it&#039;s one of the better anti-infantry options on your Fire Support Squads. Also available as a vehicle/Sentinel mount.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty similar to Auto weapons at the lower sizes, but changes to high strength with good AP as it gets bigger. &lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; The good old Imperial Guard weapon everyone knows from 40k with 24&amp;quot; S3 AP- Rapid Fire. All of your Troops have this as standard. However, most units can replace them with better options.&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; 12&amp;quot; S3 AP- pistol that everyone knows. Better than nothing. Really more for the +1A than for the actual pistol. Don&#039;t expect to see this often, as the Autopistol is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Available to several kinds of squad sergeant, as well as Discipline Masters. 9&amp;quot; range with S6 AP4, Pistol 2. Vastly superior to the stock las/autopistol in nearly every aspect and are a reliable threat against everything up to light vehicles, they usually come in cheap at 5 points for the upgrade which is definitely worth the price. &lt;br /&gt;
*&#039;&#039;&#039;Lascarbine:&#039;&#039;&#039; 18&amp;quot; S3 AP6 Assault 2 lasguns. So you trade some maximum range for more shots at the mid range, and the freedom to charge after.&lt;br /&gt;
*&#039;&#039;&#039;Long-las:&#039;&#039;&#039; Laser sniper rifle. Loss of &#039;&#039;Rending&#039;&#039; compared to the stock Sniper Rifle means it&#039;s less effective at piercing armour, but S6 AP4 means it&#039;s murder against both flavors of Imperial Army by piercing Carapace/Void Armour and causing Instant Death, denying &#039;&#039;Feel No Pain&#039;&#039; in the process. Also has &#039;&#039;Sunder&#039;&#039; which isn&#039;t much on a S6 platform, but may sometimes be useful for light vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; A generally respectable anti-light infantry weapon with its S6 AP6 Heavy 3, sharing duty with the Heavy Bolter as the resident medium strength high volume anti-light infantry weapon. Not as good as the Heavy Bolter, but many units don&#039;t feature both as an option, so you take what you can get.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; The big-boy anti-vehicle/Dreadnought/Terminator Heavy weapon you know and love. S9 AP2 &#039;&#039;Sunder&#039;&#039; means it can very reliably blow up vehicles and cause wounds on anything with a Toughness value, while 48&amp;quot; lets you do it from very far away. Your cheapest way of getting some is on Fire Support Squads, but you can also take them on Sentinels and vehicle mounts. &lt;br /&gt;
*&#039;&#039;&#039;Gravis Lascannon:&#039;&#039;&#039; 2-shot version of the above. Unfortunately competes directly with the objectively superior Vanquisher, so don&#039;t expect to see this often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
S8 AP1 weapons with &#039;&#039;Armourbane&#039;&#039; at half range. Good against vehicles as expected, but has taken over from Plasma as the anti-TEQ option thanks to retaining the ability to ignore 2+ saves and having ID against T4.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot; Assault 1 form. The competitor of the Plasma Gun as the anti-TEQ infantry squad special weapon; it&#039;s generally better, and is priced as such. You don&#039;t nearly get enough of them to actually threaten Terminator units, so just treat them as a source of additional firepower rather than an actual counter.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; 24&amp;quot; &#039;&#039;Twin-linked&#039;&#039; form; it&#039;s also Heavy 1, but everyone who can take one is a vehicle or a Sentinel, so you don&#039;t care. Actually a good weapon, as &#039;&#039;Twin-linked&#039;&#039; makes up for your mediocre BS3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Self-propelled munitions with an exploding warhead. Not generally as good as a specialized weapon and can get screwed over by specialized wargear that protects against missiles in particular. &lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy 1 weapon that can switch between S4 AP6 3&amp;quot; Blast &#039;&#039;Pinning&#039;&#039; Frag, and S8 AP3 Krak. Occupies its customary role between the Lascannon as an anti-vehicle choice and your various quick-firing weapons as anti-infantry. Unfortunately no longer a source of anti-air, as you do not get Flak Missiles.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile:&#039;&#039;&#039; One-use Krak missile for your vehicles. Won&#039;t do much given your BS3, but can be good fodder against Weapon Destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
High strength AP4 &#039;&#039;Breaching (4+)&#039;&#039; weapons, with a propensity for exploding. Unlike marines, you don&#039;t get an armour save against &#039;&#039;Gets Hot!&#039;&#039; because the resultant wound is AP4, so see if you can find some way to mitigate it, like &#039;&#039;Feel No Pain&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039;  12&amp;quot; pistol form. One of the best pistols that a character can be given as it can reliably kill the typical models that the rest of the squad will also be shooting at, but if the weapon explodes it is unlikely that the model carrying it will survive. But the model carrying it was unlikely to survive very long from being within 12&amp;quot; of the enemy in any case.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire form. Available as a special weapon on your infantry and is really one of your only ways of killing TEQs in an infantry-sized package. Unfortunately not very good at that anymore due to losing flat AP2 and TEQ being 2 wounds, and competes directly with Meltaguns in that role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; A mini Missile Launcher, with 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;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons with no AP, but &#039;&#039;Shred&#039;&#039; and possibly improved strength. The chainsword is character-exclusive, but the chainaxe is available to anyone with a CCW as long as you take Feral Warriors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; One of the most iconic weapons of the franchise, now with &#039;&#039;Shred&#039;&#039; to reflect the fact that a chainsaw should really hit harder than a knife. [[Derp|Entirely not worth it at 5 points]], when a Power weapon is 10 and compared to...&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; The above, except +1S and 2pt per model. As you took Feral Warriors for the purpose of building for melee anyway, this is absolutely worth it on any and all of your units, except on characters and maybe Cavalry. Take it and take it by the ton.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise normal weapons with a matter disruption field, translating in game as AP2/3. Character-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Same old S:User AP3, except now with &#039;&#039;Rending (6+)&#039;&#039;. Not a good idea, as lacking the strength bonuses of the Spear and Maul means you will have difficulties with wounding, while your I3 means you hit after everyone else and you might as well take the Axe. &lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; Same old S+1 AP2. Gives your characters a fighting chance against MEQ sergeants... as long as you survive going last. Can be improved with your extensive list of strength bonuses from Provenances and/or Warlord trait too.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; S+2, but now AP3, meaning you can actually hit pretty hard against MEQs. Assuming you don&#039;t get stuck in a challenge, you can do serious damage with this. Can also do OK against Automata.&lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; One of the premier anti-MEQ weapons with S+1 AP3 &#039;&#039;Reach (1)&#039;&#039;, allowing you to hit at the same time as MEQ. That said, if you&#039;re not in a challenge you can just allocate wounds to the random scrubs and make sure your character survives to use his Maul, while anyone in a challenge will likely need AP2 to fight Artificer Armour sergeants. However, if you&#039;re fighting GEQ, going first can give you the edge.&lt;br /&gt;
&lt;br /&gt;
The following is not available to Discipline Masters, and is instead only available to Force Commanders and Grenadier/Command Cadre sergeants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Its Sx2 AP2 cannot usually cause ID against MEQ/TEQs, as you have base strength 3, and even if you get strength bonuses you&#039;re liable to dying before you can attack at I1. Think very carefully before taking this on anyone who isn&#039;t your Force Commander, as you&#039;re very likely paying 15pt for a weapon you won&#039;t get to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb:&#039;&#039;&#039; The same 1 S8 AP1 attack at I1, except it now causes ID because Dreadnoughts have normal statlines now and the Melta Bomb should be useful against them. Available on Force Commander, Discipline Masters and Grenadier/Command Cadre sergeants; you can&#039;t mass it like Space Marines, but you really have no better choices against a Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; Turns your lasgun/autorifle/bolter into a spear. +1S is good, but &#039;&#039;Two-handed&#039;&#039; is not, particularly when you can&#039;t normally shoot the gun it&#039;s attached to before charging (Rapid Fire), while anyone who actually wants to be in melee will make the free trade to pistol+CCW and not have a bayonet in the first place. Becomes better with Cyber-augmetics, which allows charging after firing Rapid Fire weapons; it costs more and still isn&#039;t as good as pistol+CCW, but it may be worth it if you really want to keep your rifle. &lt;br /&gt;
*&#039;&#039;&#039;Militia Lance:&#039;&#039;&#039; Remember that glorious bastard who took Warhammer Fantasy handguns as Auxilia Rifles on his infantry in 1.0 and started gunning down Space Marines? You can do that now with your knight models, except your S7 AP3 &#039;&#039;Brutal (2)&#039;&#039; lance is actually capable of killing Marines, all with a cool &#039;&#039;Sudden Strike (2)&#039;&#039; to make sure you go before those Marines. What&#039;s the problem? &#039;&#039;Ungainly&#039;&#039;, which limits you to using it on the charge, and then only making 1 attack. This means it&#039;s only really good on your rank and file Cavalry models, as all of the mounted characters who can take one can and should take something that grants more attacks. Even then, it&#039;s a close call between this and 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;
&lt;br /&gt;
===Armoury of Old Night===&lt;br /&gt;
This section lists weapons that are only available when you take said Provenance. Generally very good weapons that live up to the name of the Provenance, allowing you to pack much more firepower than usual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lasrifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lets you [[pretend]] your infantry are Solar Auxilia. At Heavy 2 30&amp;quot;, it has a lot more firepower at range than the 24&amp;quot; Rapid Fire lasgun. It also gains a Blast Charger mode, giving it 18&amp;quot; range, S6 AP4. Imagine having a whole army with S6 weapons for free? While the range is short and marines still get their saves, in bulk this weapon can easily threaten everything they fire at. Even T6 Primarchs should be wary about charging into a massed unit of these, while you can laugh at any enemy GEQs trying to get into melee as you Overwatch them with ID wounds that ignore their armour.&lt;br /&gt;
*Particularly useful with Levy squads, as fitting all 50 models into range is a lot easier when you have 30&amp;quot; Heavy 2 instead of 24&amp;quot; Rapid Fire. Moreover, as they are [[Ork|BS2]], don&#039;t be afraid to shuffle some models around and fire Snap Shots on them, so you can fit more models into the firing line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic Arms&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Grenadier/Command Cadre specific choices. The Pistol choices replace the laspistol/autopistol, the Assault choices replace the lasgun/autorifle, the Culverin/Cannon replaces Heavy Stubbers and Vulnus replaces Sniper Rifles. As noted in the Provenance entry you pay 30pts flat, so it pays to take large units. Remember both units come with a tri-weapon setup, so you can take the pistol upgrade together with whatever longarm/heavy weapon/special weapon upgrade you take.&lt;br /&gt;
*&#039;&#039;&#039;Needle Weapons:&#039;&#039;&#039; Generally quick-firing weapons with no AP, but various levels of &#039;&#039;Poisoned (X)&#039;&#039; so you can stack up the wounds and force saves. Also has &#039;&#039;Pinning&#039;&#039; as a general trait. &lt;br /&gt;
**&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; The only one that can be taken without 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. 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. 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;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Force Commander:&#039;&#039;&#039; You need one of these in your detachment in order to use Provenances, and all other HQ choices have the &#039;&#039;Support Squad&#039;&#039; rule, so you need one anyway. Thankfully Provenances are free this edition, so that&#039;s less of a worry. This guy has lots of good options, so he can easily be customized out the way you want him to be, and also has some of the best pistol choices in the army. The problem is that he is WS/BS4 I3, so cannot really compete in an environment that includes Space Marines, Custodians, and Primarchs. So unless you can match up some Provenances to gear that makes him marginally impressive, sometimes it&#039;s better to just go cheap and focus your attention on your flavourful squads instead. &lt;br /&gt;
**A Charnabal Saber is actually a good melee weapon for him, with S3 he only tends to wound on 5+ anyway. This weapon then makes all of those wounds AP2 with &#039;&#039;Breaching (5+)&#039;&#039;, and with &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039; it can even the playing field somewhat against Marine sergeants. If you really want to go first, Charnabal Glaive is also an acceptable choice.&lt;br /&gt;
**With 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;. &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 certainly provides the squad a bit more utility.&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.&lt;br /&gt;
**Lascarbines/Stubcarbines reduce the working range of Lasgun in order to gain more shots. Remember at these ranges, the squad is likely to be taken out by a volley or two of bolter fire. Stubcarbines are then probably the better choice, as twenty models can throw out sixty shots at 12&amp;quot;, giving 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 Feral Warrior/Alchem-Jackers).&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 Carbines because of the similar ranges. Meltaguns are probably not worth it because the rest of the squad are unlikely to harm whatever the Melta forces them to shoot at. &lt;br /&gt;
**Weirdly, while you might expect the Flamer to be the best option for a melee squad...it&#039;s actually the Grenade Launcher because the Frag profile has &#039;&#039;Pinning&#039;&#039;. Marines have a 75% chance to pass the leadership test if hit with it, but even a 25% chance of not taking any reaction fire is going to help a lot.&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 Expendable 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. It seems their purpose now is to truly be an expendable unit to throw at the enemy as a distraction while you do more important things with other units.&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 Warrior Elite. 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, therefore Carbines can be confidently recommended.&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. In Warrior Elite armies they become the Primary objective takers, Legacy of the Great Crusade armies make them more accurate, Survivors of the Dark Age turns them into Mechanised Mobile troops, while in Armoury of the Old Night armies they gain incredible firepower that can put other armies basic units to shame. In Debased Cults and Unending Horde 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.&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 Survivors of the Dark Age. 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 Armoury of Old Night, 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 Armoury of Old Night.&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 Feral Warrior Infantry models with chainaxes don&#039;t count), 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 Industrial Stronghold. Benefits from Kinfolk Helots, 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]].&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 such as a Power Axe or Thunder Hammer alongside a Boarding Shield to make an effective challenger.&lt;br /&gt;
**They still have the Militia 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. &lt;br /&gt;
**Ogryns do well in combination with several other Provenances, so look for best ways to help them out. Feral Warriors for instance let&#039;s them swap those basic close combat weapons for Chain Axes, giving them S6 and &#039;&#039;Shred&#039;&#039;, without actually taking up one of their weapon upgrade choices. While Warrior Elite adds that valuable +1 Ld to a squad that cannot normally gain Ld boosts from anywhere else.&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|Kinsfolk]] armies and have Toughness 6 and &#039;&#039;Battlesmith (6+)&#039;&#039; on their Boss. Or setting their base Strength to 6 when using Abhuman Muster.&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 six S12, AP2, Brutal (2) 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 12 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.&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;
**They can also take Carapace armour for a single cost, giving them much needed survivability if you intend to get them close enough for melee combat.&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.&lt;br /&gt;
**Remember that they are still Militia, so if you use them as a melee unit, they are still likely going to break and be destroyed very easily when the opponent strikes them back. Luckily Discipline Masters can be added to them if they buy their own mounts.&lt;br /&gt;
**Much like Grenadiers, they take their long arm (or Lance) separately to their pistol and close combat weapon. Overall meaning in some builds you can just treat them as faster Grenadiers.&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 negligble, 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 your platoon the embarassment 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. &lt;br /&gt;
*&#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;
*&#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. &lt;br /&gt;
*&#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;
*&#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; to get four (2+1+1) attacks on the charge. They also have the highest initiative, 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 Ordinance 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;
**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.&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 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 &amp;quot;Weapon Destroyed&amp;quot; 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, and every weapon on the tank can be swapped out for something else. However this variant comes with &#039;&#039;Third Line&#039;&#039; and doesn&#039;t get the Independent Fire Control 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.&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;&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]].&lt;br /&gt;
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===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. 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. With 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, and it is your only Lord of War choice, so you are going to want one.&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;
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===Legiones Astartes===&lt;br /&gt;
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===Mechanicum===&lt;br /&gt;
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===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;
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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;
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==Tactics==&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
&lt;br /&gt;
USE YOUR DAMN IMAGINATION! Want an army of Felinids? Abhuman Helots and Gene-Crafted. Only Renegades &amp;amp; Heretics have more customization. This army is about as customizable as they are but, they&#039;re less diverse both in the base units available and being 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>2001:8003:1C20:8C00:8C42:816B:D39B:B25</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Imperialis_Militia&amp;diff=17459</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=17459"/>
		<updated>2023-05-06T10:39:05Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8C42:816B:D39B:B25: /* Troops */&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;
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&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;
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;
***Affects your HQ units and Sentinels, but does &#039;&#039;&#039;NOT&#039;&#039;&#039; say anything about taking Cavalry or vehicles, the latter of which operate as per normal.&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 just want fodder against Weapon Destroyed on the vehicle damage table, take one for 5 points.&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;
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&#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;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons with no AP, but &#039;&#039;Shred&#039;&#039; and possibly improved strength. The chainsword is character-exclusive, but the chainaxe is available to anyone with a CCW as long as you take Feral Warriors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; One of the most iconic weapons of the franchise, now with &#039;&#039;Shred&#039;&#039; to reflect the fact that a chainsaw should really hit harder than a knife. [[Derp|Entirely not worth it at 5 points]], when a Power weapon is 10 and compared to...&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; The above, except +1S and 2pt per model. As you took Feral Warriors for the purpose of building for melee anyway, this is absolutely worth it on any and all of your units, except on characters and maybe Cavalry. Take it and take it by the ton.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise normal weapons with a matter disruption field, translating in game as AP2/3. Character-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Same old S:User AP3, except now with &#039;&#039;Rending (6+)&#039;&#039;. Not a good idea, as lacking the strength bonuses of the Spear and Maul means you will have difficulties with wounding, while your I3 means you hit after everyone else and you might as well take the Axe. &lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; Same old S+1 AP2. Gives your characters a fighting chance against MEQ sergeants... as long as you survive going last. Can be improved with your extensive list of strength bonuses from Provenances and/or Warlord trait too.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; S+2, but now AP3, meaning you can actually hit pretty hard against MEQs. Assuming you don&#039;t get stuck in a challenge, you can do serious damage with this. Can also do OK against Automata.&lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; One of the premier anti-MEQ weapons with S+1 AP3 &#039;&#039;Reach (1)&#039;&#039;, allowing you to hit at the same time as MEQ. That said, if you&#039;re not in a challenge you can just allocate wounds to the random scrubs and make sure your character survives to use his Maul, while anyone in a challenge will likely need AP2 to fight Artificer Armour sergeants. However, if you&#039;re fighting GEQ, going first can give you the edge.&lt;br /&gt;
&lt;br /&gt;
The following is not available to Discipline Masters, and is instead only available to Force Commanders and Grenadier/Command Cadre sergeants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Its Sx2 AP2 cannot usually cause ID against MEQ/TEQs, as you have base strength 3, and even if you get strength bonuses you&#039;re liable to dying before you can attack at I1. Think very carefully before taking this on anyone who isn&#039;t your Force Commander, as you&#039;re very likely paying 15pt for a weapon you won&#039;t get to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb:&#039;&#039;&#039; The same 1 S8 AP1 attack at I1, except it now causes ID because Dreadnoughts have normal statlines now and the Melta Bomb should be useful against them. Available on Force Commander, Discipline Masters and Grenadier/Command Cadre sergeants; you can&#039;t mass it like Space Marines, but you really have no better choices against a Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; Turns your lasgun/autorifle/bolter into a spear. +1S is good, but &#039;&#039;Two-handed&#039;&#039; is not, particularly when you can&#039;t normally shoot the gun it&#039;s attached to before charging (Rapid Fire), while anyone who actually wants to be in melee will make the free trade to pistol+CCW and not have a bayonet in the first place. Becomes better with Cyber-augmetics, which allows charging after firing Rapid Fire weapons; it costs more and still isn&#039;t as good as pistol+CCW, but it may be worth it if you really want to keep your rifle. &lt;br /&gt;
*&#039;&#039;&#039;Militia Lance:&#039;&#039;&#039; Remember that glorious bastard who took Warhammer Fantasy handguns as Auxilia Rifles on his infantry in 1.0 and started gunning down Space Marines? You can do that now with your knight models, except your S7 AP3 &#039;&#039;Brutal (2)&#039;&#039; lance is actually capable of killing Marines, all with a cool &#039;&#039;Sudden Strike (2)&#039;&#039; to make sure you go before those Marines. What&#039;s the problem? &#039;&#039;Ungainly&#039;&#039;, which limits you to using it on the charge, and then only making 1 attack. This means it&#039;s only really good on your rank and file Cavalry models, as all of the mounted characters who can take one can and should take something that grants more attacks. Even then, it&#039;s a close call between this and 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;
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&#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. 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. 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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==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Force Commander:&#039;&#039;&#039; You need one of these in your detachment in order to use Provenances, and all other HQ choices have the &#039;&#039;Support Squad&#039;&#039; rule, so you need one anyway. Thankfully Provenances are free this edition, so that&#039;s less of a worry. This guy has lots of good options, so he can easily be customized out the way you want him to be, and also has some of the best pistol choices in the army. The problem is that he is WS/BS4 I3, so cannot really compete in an environment that includes Space Marines, Custodians, and Primarchs. So unless you can match up some Provenances to gear that makes him marginally impressive, sometimes it&#039;s better to just go cheap and focus your attention on your flavourful squads instead. &lt;br /&gt;
**A Charnabal Saber is actually a good melee weapon for him, with S3 he only tends to wound on 5+ anyway. This weapon then makes all of those wounds AP2 with &#039;&#039;Breaching (5+)&#039;&#039;, and with &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039; it can even the playing field somewhat against Marine sergeants. If you really want to go first, Charnabal Glaive is also an acceptable choice.&lt;br /&gt;
**With 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;. &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;
&lt;br /&gt;
*&#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 certainly provides the squad a bit more utility.&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.&lt;br /&gt;
**Lascarbines/Stubcarbines reduce the working range of Lasgun in order to gain more shots. Remember at these ranges, the squad is likely to be taken out by a volley or two of bolter fire. Stubcarbines are then probably the better choice, as twenty models can throw out sixty shots at 12&amp;quot;, giving 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 Feral Warrior/Alchem-Jackers).&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 Carbines because of the similar ranges. Meltaguns are probably not worth it because the rest of the squad are unlikely to harm whatever the Melta forces them to shoot at. &lt;br /&gt;
**Weirdly, while you might expect the Flamer to be the best option for a melee squad...it&#039;s actually the Grenade Launcher because the Frag profile has &#039;&#039;Pinning&#039;&#039;. Marines have a 75% chance to pass the leadership test if hit with it, but even a 25% chance of not taking any reaction fire is going to help a lot.&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 Expendable 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. It seems their purpose now is to truly be an expendable unit to throw at the enemy as a distraction while you do more important things with other units.&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 Warrior Elite. 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, therefore Carbines can be confidently recommended.&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. In Warrior Elite armies they become the Primary objective takers, Legacy of the Great Crusade armies make them more accurate, Survivors of the Dark Age turns them into Mechanised Mobile troops, while in Armoury of the Old Night armies they gain incredible firepower that can put other armies basic units to shame. In Debased Cults and Unending Horde 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.&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 Survivors of the Dark Age. 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 Armoury of Old Night, 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 Armoury of Old Night.&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 Feral Warrior Infantry models with chainaxes don&#039;t count), 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 Industrial Stronghold. Benefits from Kinfolk Helots, 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]].&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 such as a Power Axe or Thunder Hammer alongside a Boarding Shield to make an effective challenger.&lt;br /&gt;
**They still have the Militia 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. &lt;br /&gt;
**Ogryns do well in combination with several other Provenances, so look for best ways to help them out. Feral Warriors for instance let&#039;s them swap those basic close combat weapons for Chain Axes, giving them S6 and &#039;&#039;Shred&#039;&#039;, without actually taking up one of their weapon upgrade choices. While Warrior Elite adds that valuable +1 Ld to a squad that cannot normally gain Ld boosts from anywhere else.&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|Kinsfolk]] armies and have Toughness 6 and &#039;&#039;Battlesmith (6+)&#039;&#039; on their Boss. Or setting their base Strength to 6 when using Abhuman Muster.&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 six S12, AP2, Brutal (2) 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 12 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.&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;
**They can also take Carapace armour for a single cost, giving them much needed survivability if you intend to get them close enough for melee combat.&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.&lt;br /&gt;
**Remember that they are still Militia, so if you use them as a melee unit, they are still likely going to break and be destroyed very easily when the opponent strikes them back. Luckily Discipline Masters can be added to them if they buy their own mounts.&lt;br /&gt;
**Much like Grenadiers, they take their long arm (or Lance) separately to their pistol and close combat weapon. Overall meaning in some builds you can just treat them as faster Grenadiers.&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 negligble, 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 your platoon the embarassment 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. &lt;br /&gt;
*&#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;
*&#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. &lt;br /&gt;
*&#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;
*&#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; to get four (2+1+1) attacks on the charge. They also have the highest initiative, 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 Ordinance 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;
**Unlike most of the other artillery units, this one doesn&#039;t suffer from any variant rule where they abandon their guns if they fall back. They are still &#039;&#039;Militia&#039;&#039; so morale is a worry, but at least this gives you a second chance if there are enough models in the unit.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Ordnance Battery:&#039;&#039;&#039; Earthshaker guns that have the longest range out of the entire armoury. Able to strike pretty much anywhere on the table, Earthshakers are very likely to wound their targets with S9 and &#039;&#039;Shred&#039;&#039;, and at 75 points for the initial cannon, and 65 for each additional one, they are very reasonably priced. They are Immobile though, and the Ld7 crew have a special rule where if they fall back the guns are simply lost, this makes them really fragile, which probably accounts for the cost. They can buy up to twenty crewmen for only 2 points per model, so arguably should be stocked up as much as possible to avoid those 25% shooting morale checks.&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 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 &amp;quot;Weapon Destroyed&amp;quot; damage results won&#039;t automatically nuke your turret weapon. &lt;br /&gt;
&lt;br /&gt;
*&#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, and every weapon on the tank can be swapped out for something else. However this variant comes with &#039;&#039;Third Line&#039;&#039; and doesn&#039;t get the Independent Fire Control 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.&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;&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]].&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. 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. With 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, and it is your only Lord of War choice, so you are going to want one.&lt;br /&gt;
&lt;br /&gt;
===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;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
USE YOUR DAMN IMAGINATION! Want an army of Felinids? Abhuman Helots and Gene-Crafted. Only Renegades &amp;amp; Heretics have more customization. This army is about as customizable as they are but, they&#039;re less diverse both in the base units available and being 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;
&lt;br /&gt;
{{Warhammer_30k_Tactics}}&lt;br /&gt;
[[Category:Warhammer Tactics/30k]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:8C42:816B:D39B:B25</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Imperialis_Militia&amp;diff=17458</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=17458"/>
		<updated>2023-05-06T10:35:15Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8C42:816B:D39B:B25: /* Warlord Traits */&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;
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;
***Affects your HQ units and Sentinels, but does &#039;&#039;&#039;NOT&#039;&#039;&#039; say anything about taking Cavalry or vehicles, the latter of which operate as per normal.&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 just want fodder against Weapon Destroyed on the vehicle damage table, take one for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; The S7 AP4 Heavy 2 classic, except now with &#039;&#039;Rending 6+&#039;&#039; so you peasants without Assault Cannons can also roll random crits. A good choice on your Fire Support squads given its price, high rate of fire making up for poor BS and the relative lack of S6/S7 shooting in the list. More questionable on vehicles and Sentinels, as you&#039;re already paying so much for the platform it comes in and you might as well get a better gun.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Has been nerfed into the ground because it countered MEQs too hard in the previous edition. Its S8 AP4 is frankly useless against Dreadnoughts/Automata, its 3&amp;quot; blast is too small for anti-infantry, while it&#039;s simply not as good against vehicles compared to...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Cannon:&#039;&#039;&#039; An absolutely excellent choice against literally anything bigger than an MEQ. Heavy 2 &#039;&#039;Brutal (2)&#039;&#039; means you have respectable wound volume, while S9 AP2 means reliable wounding against Dreadnought/Automata and ID against Terminators. &#039;&#039;Sunder&#039;&#039; makes it formidable as an anti-vehicle option too. Unless you&#039;re playing against Sisters of Silence, there will always be a good target for the Vanquisher. Take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Various heavy ordnance that don&#039;t fit under Auto weapons for whatever reason. A lot of these are specific to a single unit, so look in those entries instead.&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; Like the Battle Cannon, it was seriously nerfed from 1.0, this one because it countered TEQ too hard. However, the rework is a usable weapon, as S12 Ordnance means you will penetrate basically any vehicle, while AP3 &#039;&#039;Sunder&#039;&#039; gives it 1-shot potential against smaller Automata. It&#039;s not generally as good as the Vanquisher, but don&#039;t discount this when playing against Mechanicum or Imperial Army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The classic automatic rocket launcher. A better anti-infantry option than Las/Auto, but don&#039;t expect to use it as anything other than that.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The Marine-standard S4 AP5 24&amp;quot; Rapid Fire. Generally worth it on the models that can get it, as it is indeed that much better than the lasgun.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 1-shot 12&amp;quot; pistol version of the above. Most models with access to Bolt Pistols have access to Blast Pistols for the same cost. Unless you think you need the extra 3&amp;quot; range, then the extra shot and strength will always be the better choice.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; At Heavy 4 S5 AP4, it&#039;s one of the better anti-infantry options on your Fire Support Squads. Also available as a vehicle/Sentinel mount.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty similar to Auto weapons at the lower sizes, but changes to high strength with good AP as it gets bigger. &lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; The good old Imperial Guard weapon everyone knows from 40k with 24&amp;quot; S3 AP- Rapid Fire. All of your Troops have this as standard. However, most units can replace them with better options.&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; 12&amp;quot; S3 AP- pistol that everyone knows. Better than nothing. Really more for the +1A than for the actual pistol. Don&#039;t expect to see this often, as the Autopistol is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Available to several kinds of squad sergeant, as well as Discipline Masters. 9&amp;quot; range with S6 AP4, Pistol 2. Vastly superior to the stock las/autopistol in nearly every aspect and are a reliable threat against everything up to light vehicles, they usually come in cheap at 5 points for the upgrade which is definitely worth the price. &lt;br /&gt;
*&#039;&#039;&#039;Lascarbine:&#039;&#039;&#039; 18&amp;quot; S3 AP6 Assault 2 lasguns. So you trade some maximum range for more shots at the mid range, and the freedom to charge after.&lt;br /&gt;
*&#039;&#039;&#039;Long-las:&#039;&#039;&#039; Laser sniper rifle. Loss of &#039;&#039;Rending&#039;&#039; compared to the stock Sniper Rifle means it&#039;s less effective at piercing armour, but S6 AP4 means it&#039;s murder against both flavors of Imperial Army by piercing Carapace/Void Armour and causing Instant Death, denying &#039;&#039;Feel No Pain&#039;&#039; in the process. Also has &#039;&#039;Sunder&#039;&#039; which isn&#039;t much on a S6 platform, but may sometimes be useful for light vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; A generally respectable anti-light infantry weapon with its S6 AP6 Heavy 3, sharing duty with the Heavy Bolter as the resident medium strength high volume anti-light infantry weapon. Not as good as the Heavy Bolter, but many units don&#039;t feature both as an option, so you take what you can get.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; The big-boy anti-vehicle/Dreadnought/Terminator Heavy weapon you know and love. S9 AP2 &#039;&#039;Sunder&#039;&#039; means it can very reliably blow up vehicles and cause wounds on anything with a Toughness value, while 48&amp;quot; lets you do it from very far away. Your cheapest way of getting some is on Fire Support Squads, but you can also take them on Sentinels and vehicle mounts. &lt;br /&gt;
*&#039;&#039;&#039;Gravis Lascannon:&#039;&#039;&#039; 2-shot version of the above. Unfortunately competes directly with the objectively superior Vanquisher, so don&#039;t expect to see this often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
S8 AP1 weapons with &#039;&#039;Armourbane&#039;&#039; at half range. Good against vehicles as expected, but has taken over from Plasma as the anti-TEQ option thanks to retaining the ability to ignore 2+ saves and having ID against T4.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot; Assault 1 form. The competitor of the Plasma Gun as the anti-TEQ infantry squad special weapon; it&#039;s generally better, and is priced as such. You don&#039;t nearly get enough of them to actually threaten Terminator units, so just treat them as a source of additional firepower rather than an actual counter.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; 24&amp;quot; &#039;&#039;Twin-linked&#039;&#039; form; it&#039;s also Heavy 1, but everyone who can take one is a vehicle or a Sentinel, so you don&#039;t care. Actually a good weapon, as &#039;&#039;Twin-linked&#039;&#039; makes up for your mediocre BS3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Self-propelled munitions with an exploding warhead. Not generally as good as a specialized weapon and can get screwed over by specialized wargear that protects against missiles in particular. &lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy 1 weapon that can switch between S4 AP6 3&amp;quot; Blast &#039;&#039;Pinning&#039;&#039; Frag, and S8 AP3 Krak. Occupies its customary role between the Lascannon as an anti-vehicle choice and your various quick-firing weapons as anti-infantry. Unfortunately no longer a source of anti-air, as you do not get Flak Missiles.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile:&#039;&#039;&#039; One-use Krak missile for your vehicles. Won&#039;t do much given your BS3, but can be good fodder against Weapon Destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
High strength AP4 &#039;&#039;Breaching (4+)&#039;&#039; weapons, with a propensity for exploding. Unlike marines, you don&#039;t get an armour save against &#039;&#039;Gets Hot!&#039;&#039; because the resultant wound is AP4, so see if you can find some way to mitigate it, like &#039;&#039;Feel No Pain&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039;  12&amp;quot; pistol form. One of the best pistols that a character can be given as it can reliably kill the typical models that the rest of the squad will also be shooting at, but if the weapon explodes it is unlikely that the model carrying it will survive. But the model carrying it was unlikely to survive very long from being within 12&amp;quot; of the enemy in any case.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire form. Available as a special weapon on your infantry and is really one of your only ways of killing TEQs in an infantry-sized package. Unfortunately not very good at that anymore due to losing flat AP2 and TEQ being 2 wounds, and competes directly with Meltaguns in that role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; A mini Missile Launcher, with 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;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons with no AP, but &#039;&#039;Shred&#039;&#039; and possibly improved strength. The chainsword is character-exclusive, but the chainaxe is available to anyone with a CCW as long as you take Feral Warriors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; One of the most iconic weapons of the franchise, now with &#039;&#039;Shred&#039;&#039; to reflect the fact that a chainsaw should really hit harder than a knife. [[Derp|Entirely not worth it at 5 points]], when a Power weapon is 10 and compared to...&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; The above, except +1S and 2pt per model. As you took Feral Warriors for the purpose of building for melee anyway, this is absolutely worth it on any and all of your units, except on characters and maybe Cavalry. Take it and take it by the ton.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise normal weapons with a matter disruption field, translating in game as AP2/3. Character-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Same old S:User AP3, except now with &#039;&#039;Rending (6+)&#039;&#039;. Not a good idea, as lacking the strength bonuses of the Spear and Maul means you will have difficulties with wounding, while your I3 means you hit after everyone else and you might as well take the Axe. &lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; Same old S+1 AP2. Gives your characters a fighting chance against MEQ sergeants... as long as you survive going last. Can be improved with your extensive list of strength bonuses from Provenances and/or Warlord trait too.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; S+2, but now AP3, meaning you can actually hit pretty hard against MEQs. Assuming you don&#039;t get stuck in a challenge, you can do serious damage with this. Can also do OK against Automata.&lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; One of the premier anti-MEQ weapons with S+1 AP3 &#039;&#039;Reach (1)&#039;&#039;, allowing you to hit at the same time as MEQ. That said, if you&#039;re not in a challenge you can just allocate wounds to the random scrubs and make sure your character survives to use his Maul, while anyone in a challenge will likely need AP2 to fight Artificer Armour sergeants. However, if you&#039;re fighting GEQ, going first can give you the edge.&lt;br /&gt;
&lt;br /&gt;
The following is not available to Discipline Masters, and is instead only available to Force Commanders and Grenadier/Command Cadre sergeants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Its Sx2 AP2 cannot usually cause ID against MEQ/TEQs, as you have base strength 3, and even if you get strength bonuses you&#039;re liable to dying before you can attack at I1. Think very carefully before taking this on anyone who isn&#039;t your Force Commander, as you&#039;re very likely paying 15pt for a weapon you won&#039;t get to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb:&#039;&#039;&#039; The same 1 S8 AP1 attack at I1, except it now causes ID because Dreadnoughts have normal statlines now and the Melta Bomb should be useful against them. Available on Force Commander, Discipline Masters and Grenadier/Command Cadre sergeants; you can&#039;t mass it like Space Marines, but you really have no better choices against a Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; Turns your lasgun/autorifle/bolter into a spear. +1S is good, but &#039;&#039;Two-handed&#039;&#039; is not, particularly when you can&#039;t normally shoot the gun it&#039;s attached to before charging (Rapid Fire), while anyone who actually wants to be in melee will make the free trade to pistol+CCW and not have a bayonet in the first place. Becomes better with Cyber-augmetics, which allows charging after firing Rapid Fire weapons; it costs more and still isn&#039;t as good as pistol+CCW, but it may be worth it if you really want to keep your rifle. &lt;br /&gt;
*&#039;&#039;&#039;Militia Lance:&#039;&#039;&#039; Remember that glorious bastard who took Warhammer Fantasy handguns as Auxilia Rifles on his infantry in 1.0 and started gunning down Space Marines? You can do that now with your knight models, except your S7 AP3 &#039;&#039;Brutal (2)&#039;&#039; lance is actually capable of killing Marines, all with a cool &#039;&#039;Sudden Strike (2)&#039;&#039; to make sure you go before those Marines. What&#039;s the problem? &#039;&#039;Ungainly&#039;&#039;, which limits you to using it on the charge, and then only making 1 attack. This means it&#039;s only really good on your rank and file Cavalry models, as all of the mounted characters who can take one can and should take something that grants more attacks. Even then, it&#039;s a close call between this and 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;
&lt;br /&gt;
===Armoury of Old Night===&lt;br /&gt;
This section lists weapons that are only available when you take said Provenance. Generally very good weapons that live up to the name of the Provenance, allowing you to pack much more firepower than usual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lasrifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lets you [[pretend]] your infantry are Solar Auxilia. At Heavy 2 30&amp;quot;, it has a lot more firepower at range than the 24&amp;quot; Rapid Fire lasgun. It also gains a Blast Charger mode, giving it 18&amp;quot; range, S6 AP4. Imagine having a whole army with S6 weapons for free? While the range is short and marines still get their saves, in bulk this weapon can easily threaten everything they fire at. Even T6 Primarchs should be wary about charging into a massed unit of these, while you can laugh at any enemy GEQs trying to get into melee as you Overwatch them with ID wounds that ignore their armour.&lt;br /&gt;
*Particularly useful with Levy squads, as fitting all 50 models into range is a lot easier when you have 30&amp;quot; Heavy 2 instead of 24&amp;quot; Rapid Fire. Moreover, as they are [[Ork|BS2]], don&#039;t be afraid to shuffle some models around and fire Snap Shots on them, so you can fit more models into the firing line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic Arms&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Grenadier/Command Cadre specific choices. The Pistol choices replace the laspistol/autopistol, the Assault choices replace the lasgun/autorifle, the Culverin/Cannon replaces Heavy Stubbers and Vulnus replaces Sniper Rifles. As noted in the Provenance entry you pay 30pts flat, so it pays to take large units. Remember both units come with a tri-weapon setup, so you can take the pistol upgrade together with whatever longarm/heavy weapon/special weapon upgrade you take.&lt;br /&gt;
*&#039;&#039;&#039;Needle Weapons:&#039;&#039;&#039; Generally quick-firing weapons with no AP, but various levels of &#039;&#039;Poisoned (X)&#039;&#039; so you can stack up the wounds and force saves. Also has &#039;&#039;Pinning&#039;&#039; as a general trait. &lt;br /&gt;
**&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; The only one that can be taken without 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. 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. 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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==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;. &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 certainly provides the squad a bit more utility.&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.&lt;br /&gt;
**Lascarbines/Stubcarbines reduce the working range of Lasgun in order to gain more shots. Remember at these ranges, the squad is likely to be taken out by a volley or two of bolter fire. Stubcarbines are then probably the better choice, as twenty models can throw out sixty shots at 12&amp;quot;, giving 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 Feral Warrior/Alchem-Jackers).&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 Carbines because of the similar ranges. Meltaguns are probably not worth it because the rest of the squad are unlikely to harm whatever the Melta forces them to shoot at. &lt;br /&gt;
**Weirdly, while you might expect the Flamer to be the best option for a melee squad...it&#039;s actually the Grenade Launcher because the Frag profile has &#039;&#039;Pinning&#039;&#039;. Marines have a 75% chance to pass the leadership test if hit with it, but even a 25% chance of not taking any reaction fire is going to help a lot.&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 Expendable 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. It seems their purpose now is to truly be an expendable unit to throw at the enemy as a distraction while you do more important things with other units.&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 Warrior Elite. 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, therefore Carbines can be confidently recommended.&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. In Warrior Elite armies they become the Primary objective takers, Legacy of the Great Crusade armies make them more accurate, Survivors of the Dark Age turns them into Mechanised Mobile troops, while in Armoury of the Old Night armies they gain incredible firepower that can put other armies basic units to shame. In Debased Cults and Unending Horde 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;. &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.&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 Survivors of the Dark Age. 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 Armoury of Old Night, 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 Armoury of Old Night.&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 Feral Warrior Infantry models with chainaxes don&#039;t count), 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 Industrial Stronghold. Benefits from Kinfolk Helots, 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]].&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 such as a Power Axe or Thunder Hammer alongside a Boarding Shield to make an effective challenger.&lt;br /&gt;
**They still have the Militia 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. &lt;br /&gt;
**Ogryns do well in combination with several other Provenances, so look for best ways to help them out. Feral Warriors for instance let&#039;s them swap those basic close combat weapons for Chain Axes, giving them S6 and &#039;&#039;Shred&#039;&#039;, without actually taking up one of their weapon upgrade choices. While Warrior Elite adds that valuable +1 Ld to a squad that cannot normally gain Ld boosts from anywhere else.&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|Kinsfolk]] armies and have Toughness 6 and &#039;&#039;Battlesmith (6+)&#039;&#039; on their Boss. Or setting their base Strength to 6 when using Abhuman Muster.&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 six S12, AP2, Brutal (2) 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 12 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;
&lt;br /&gt;
*&#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.&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;
**They can also take Carapace armour for a single cost, giving them much needed survivability if you intend to get them close enough for melee combat.&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.&lt;br /&gt;
**Remember that they are still Militia, so if you use them as a melee unit, they are still likely going to break and be destroyed very easily when the opponent strikes them back. Luckily Discipline Masters can be added to them if they buy their own mounts.&lt;br /&gt;
**Much like Grenadiers, they take their long arm (or Lance) separately to their pistol and close combat weapon. Overall meaning in some builds you can just treat them as faster Grenadiers.&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 negligble, 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 your platoon the embarassment 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. &lt;br /&gt;
*&#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;
*&#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. &lt;br /&gt;
*&#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;
*&#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; to get four (2+1+1) attacks on the charge. They also have the highest initiative, 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 Ordinance 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;
**Unlike most of the other artillery units, this one doesn&#039;t suffer from any variant rule where they abandon their guns if they fall back. They are still &#039;&#039;Militia&#039;&#039; so morale is a worry, but at least this gives you a second chance if there are enough models in the unit.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Ordnance Battery:&#039;&#039;&#039; Earthshaker guns that have the longest range out of the entire armoury. Able to strike pretty much anywhere on the table, Earthshakers are very likely to wound their targets with S9 and &#039;&#039;Shred&#039;&#039;, and at 75 points for the initial cannon, and 65 for each additional one, they are very reasonably priced. They are Immobile though, and the Ld7 crew have a special rule where if they fall back the guns are simply lost, this makes them really fragile, which probably accounts for the cost. They can buy up to twenty crewmen for only 2 points per model, so arguably should be stocked up as much as possible to avoid those 25% shooting morale checks.&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 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 &amp;quot;Weapon Destroyed&amp;quot; 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, and every weapon on the tank can be swapped out for something else. However this variant comes with &#039;&#039;Third Line&#039;&#039; and doesn&#039;t get the Independent Fire Control 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.&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;&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]].&lt;br /&gt;
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===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. 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. With 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, and it is your only Lord of War choice, so you are going to want one.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
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==Allies==&lt;br /&gt;
The Militia is a bit of an oddball in terms of alliances. While considered part of the Imperial Army, taking 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;
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===Legiones Astartes===&lt;br /&gt;
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===Mechanicum===&lt;br /&gt;
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===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;
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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;
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==Tactics==&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
&lt;br /&gt;
USE YOUR DAMN IMAGINATION! Want an army of Felinids? Abhuman Helots and Gene-Crafted. Only Renegades &amp;amp; Heretics have more customization. This army is about as customizable as they are but, they&#039;re less diverse both in the base units available and being 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>2001:8003:1C20:8C00:8C42:816B:D39B:B25</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Imperialis_Militia&amp;diff=17457</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=17457"/>
		<updated>2023-05-06T10:33:42Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8C42:816B:D39B:B25: Undo revision 885787 by 2001:8003:1C20:8C00:8C42:816B:D39B:B25 (talk) I misread&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;
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&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 can 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;
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;
***Affects your HQ units and Sentinels, but does &#039;&#039;&#039;NOT&#039;&#039;&#039; say anything about taking Cavalry or vehicles, the latter of which operate as per normal.&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 just want fodder against Weapon Destroyed on the vehicle damage table, take one for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; The S7 AP4 Heavy 2 classic, except now with &#039;&#039;Rending 6+&#039;&#039; so you peasants without Assault Cannons can also roll random crits. A good choice on your Fire Support squads given its price, high rate of fire making up for poor BS and the relative lack of S6/S7 shooting in the list. More questionable on vehicles and Sentinels, as you&#039;re already paying so much for the platform it comes in and you might as well get a better gun.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Has been nerfed into the ground because it countered MEQs too hard in the previous edition. Its S8 AP4 is frankly useless against Dreadnoughts/Automata, its 3&amp;quot; blast is too small for anti-infantry, while it&#039;s simply not as good against vehicles compared to...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Cannon:&#039;&#039;&#039; An absolutely excellent choice against literally anything bigger than an MEQ. Heavy 2 &#039;&#039;Brutal (2)&#039;&#039; means you have respectable wound volume, while S9 AP2 means reliable wounding against Dreadnought/Automata and ID against Terminators. &#039;&#039;Sunder&#039;&#039; makes it formidable as an anti-vehicle option too. Unless you&#039;re playing against Sisters of Silence, there will always be a good target for the Vanquisher. Take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Various heavy ordnance that don&#039;t fit under Auto weapons for whatever reason. A lot of these are specific to a single unit, so look in those entries instead.&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; Like the Battle Cannon, it was seriously nerfed from 1.0, this one because it countered TEQ too hard. However, the rework is a usable weapon, as S12 Ordnance means you will penetrate basically any vehicle, while AP3 &#039;&#039;Sunder&#039;&#039; gives it 1-shot potential against smaller Automata. It&#039;s not generally as good as the Vanquisher, but don&#039;t discount this when playing against Mechanicum or Imperial Army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The classic automatic rocket launcher. A better anti-infantry option than Las/Auto, but don&#039;t expect to use it as anything other than that.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The Marine-standard S4 AP5 24&amp;quot; Rapid Fire. Generally worth it on the models that can get it, as it is indeed that much better than the lasgun.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 1-shot 12&amp;quot; pistol version of the above. Most models with access to Bolt Pistols have access to Blast Pistols for the same cost. Unless you think you need the extra 3&amp;quot; range, then the extra shot and strength will always be the better choice.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; At Heavy 4 S5 AP4, it&#039;s one of the better anti-infantry options on your Fire Support Squads. Also available as a vehicle/Sentinel mount.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty similar to Auto weapons at the lower sizes, but changes to high strength with good AP as it gets bigger. &lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; The good old Imperial Guard weapon everyone knows from 40k with 24&amp;quot; S3 AP- Rapid Fire. All of your Troops have this as standard. However, most units can replace them with better options.&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; 12&amp;quot; S3 AP- pistol that everyone knows. Better than nothing. Really more for the +1A than for the actual pistol. Don&#039;t expect to see this often, as the Autopistol is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Available to several kinds of squad sergeant, as well as Discipline Masters. 9&amp;quot; range with S6 AP4, Pistol 2. Vastly superior to the stock las/autopistol in nearly every aspect and are a reliable threat against everything up to light vehicles, they usually come in cheap at 5 points for the upgrade which is definitely worth the price. &lt;br /&gt;
*&#039;&#039;&#039;Lascarbine:&#039;&#039;&#039; 18&amp;quot; S3 AP6 Assault 2 lasguns. So you trade some maximum range for more shots at the mid range, and the freedom to charge after.&lt;br /&gt;
*&#039;&#039;&#039;Long-las:&#039;&#039;&#039; Laser sniper rifle. Loss of &#039;&#039;Rending&#039;&#039; compared to the stock Sniper Rifle means it&#039;s less effective at piercing armour, but S6 AP4 means it&#039;s murder against both flavors of Imperial Army by piercing Carapace/Void Armour and causing Instant Death, denying &#039;&#039;Feel No Pain&#039;&#039; in the process. Also has &#039;&#039;Sunder&#039;&#039; which isn&#039;t much on a S6 platform, but may sometimes be useful for light vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; A generally respectable anti-light infantry weapon with its S6 AP6 Heavy 3, sharing duty with the Heavy Bolter as the resident medium strength high volume anti-light infantry weapon. Not as good as the Heavy Bolter, but many units don&#039;t feature both as an option, so you take what you can get.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; The big-boy anti-vehicle/Dreadnought/Terminator Heavy weapon you know and love. S9 AP2 &#039;&#039;Sunder&#039;&#039; means it can very reliably blow up vehicles and cause wounds on anything with a Toughness value, while 48&amp;quot; lets you do it from very far away. Your cheapest way of getting some is on Fire Support Squads, but you can also take them on Sentinels and vehicle mounts. &lt;br /&gt;
*&#039;&#039;&#039;Gravis Lascannon:&#039;&#039;&#039; 2-shot version of the above. Unfortunately competes directly with the objectively superior Vanquisher, so don&#039;t expect to see this often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
S8 AP1 weapons with &#039;&#039;Armourbane&#039;&#039; at half range. Good against vehicles as expected, but has taken over from Plasma as the anti-TEQ option thanks to retaining the ability to ignore 2+ saves and having ID against T4.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot; Assault 1 form. The competitor of the Plasma Gun as the anti-TEQ infantry squad special weapon; it&#039;s generally better, and is priced as such. You don&#039;t nearly get enough of them to actually threaten Terminator units, so just treat them as a source of additional firepower rather than an actual counter.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; 24&amp;quot; &#039;&#039;Twin-linked&#039;&#039; form; it&#039;s also Heavy 1, but everyone who can take one is a vehicle or a Sentinel, so you don&#039;t care. Actually a good weapon, as &#039;&#039;Twin-linked&#039;&#039; makes up for your mediocre BS3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Self-propelled munitions with an exploding warhead. Not generally as good as a specialized weapon and can get screwed over by specialized wargear that protects against missiles in particular. &lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy 1 weapon that can switch between S4 AP6 3&amp;quot; Blast &#039;&#039;Pinning&#039;&#039; Frag, and S8 AP3 Krak. Occupies its customary role between the Lascannon as an anti-vehicle choice and your various quick-firing weapons as anti-infantry. Unfortunately no longer a source of anti-air, as you do not get Flak Missiles.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile:&#039;&#039;&#039; One-use Krak missile for your vehicles. Won&#039;t do much given your BS3, but can be good fodder against Weapon Destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
High strength AP4 &#039;&#039;Breaching (4+)&#039;&#039; weapons, with a propensity for exploding. Unlike marines, you don&#039;t get an armour save against &#039;&#039;Gets Hot!&#039;&#039; because the resultant wound is AP4, so see if you can find some way to mitigate it, like &#039;&#039;Feel No Pain&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039;  12&amp;quot; pistol form. One of the best pistols that a character can be given as it can reliably kill the typical models that the rest of the squad will also be shooting at, but if the weapon explodes it is unlikely that the model carrying it will survive. But the model carrying it was unlikely to survive very long from being within 12&amp;quot; of the enemy in any case.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire form. Available as a special weapon on your infantry and is really one of your only ways of killing TEQs in an infantry-sized package. Unfortunately not very good at that anymore due to losing flat AP2 and TEQ being 2 wounds, and competes directly with Meltaguns in that role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; A mini Missile Launcher, with 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;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons with no AP, but &#039;&#039;Shred&#039;&#039; and possibly improved strength. The chainsword is character-exclusive, but the chainaxe is available to anyone with a CCW as long as you take Feral Warriors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; One of the most iconic weapons of the franchise, now with &#039;&#039;Shred&#039;&#039; to reflect the fact that a chainsaw should really hit harder than a knife. [[Derp|Entirely not worth it at 5 points]], when a Power weapon is 10 and compared to...&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; The above, except +1S and 2pt per model. As you took Feral Warriors for the purpose of building for melee anyway, this is absolutely worth it on any and all of your units, except on characters and maybe Cavalry. Take it and take it by the ton.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise normal weapons with a matter disruption field, translating in game as AP2/3. Character-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Same old S:User AP3, except now with &#039;&#039;Rending (6+)&#039;&#039;. Not a good idea, as lacking the strength bonuses of the Spear and Maul means you will have difficulties with wounding, while your I3 means you hit after everyone else and you might as well take the Axe. &lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; Same old S+1 AP2. Gives your characters a fighting chance against MEQ sergeants... as long as you survive going last. Can be improved with your extensive list of strength bonuses from Provenances and/or Warlord trait too.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; S+2, but now AP3, meaning you can actually hit pretty hard against MEQs. Assuming you don&#039;t get stuck in a challenge, you can do serious damage with this. Can also do OK against Automata.&lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; One of the premier anti-MEQ weapons with S+1 AP3 &#039;&#039;Reach (1)&#039;&#039;, allowing you to hit at the same time as MEQ. That said, if you&#039;re not in a challenge you can just allocate wounds to the random scrubs and make sure your character survives to use his Maul, while anyone in a challenge will likely need AP2 to fight Artificer Armour sergeants. However, if you&#039;re fighting GEQ, going first can give you the edge.&lt;br /&gt;
&lt;br /&gt;
The following is not available to Discipline Masters, and is instead only available to Force Commanders and Grenadier/Command Cadre sergeants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Its Sx2 AP2 cannot usually cause ID against MEQ/TEQs, as you have base strength 3, and even if you get strength bonuses you&#039;re liable to dying before you can attack at I1. Think very carefully before taking this on anyone who isn&#039;t your Force Commander, as you&#039;re very likely paying 15pt for a weapon you won&#039;t get to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb:&#039;&#039;&#039; The same 1 S8 AP1 attack at I1, except it now causes ID because Dreadnoughts have normal statlines now and the Melta Bomb should be useful against them. Available on Force Commander, Discipline Masters and Grenadier/Command Cadre sergeants; you can&#039;t mass it like Space Marines, but you really have no better choices against a Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; Turns your lasgun/autorifle/bolter into a spear. +1S is good, but &#039;&#039;Two-handed&#039;&#039; is not, particularly when you can&#039;t normally shoot the gun it&#039;s attached to before charging (Rapid Fire), while anyone who actually wants to be in melee will make the free trade to pistol+CCW and not have a bayonet in the first place. Becomes better with Cyber-augmetics, which allows charging after firing Rapid Fire weapons; it costs more and still isn&#039;t as good as pistol+CCW, but it may be worth it if you really want to keep your rifle. &lt;br /&gt;
*&#039;&#039;&#039;Militia Lance:&#039;&#039;&#039; Remember that glorious bastard who took Warhammer Fantasy handguns as Auxilia Rifles on his infantry in 1.0 and started gunning down Space Marines? You can do that now with your knight models, except your S7 AP3 &#039;&#039;Brutal (2)&#039;&#039; lance is actually capable of killing Marines, all with a cool &#039;&#039;Sudden Strike (2)&#039;&#039; to make sure you go before those Marines. What&#039;s the problem? &#039;&#039;Ungainly&#039;&#039;, which limits you to using it on the charge, and then only making 1 attack. This means it&#039;s only really good on your rank and file Cavalry models, as all of the mounted characters who can take one can and should take something that grants more attacks. Even then, it&#039;s a close call between this and 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;
&lt;br /&gt;
===Armoury of Old Night===&lt;br /&gt;
This section lists weapons that are only available when you take said Provenance. Generally very good weapons that live up to the name of the Provenance, allowing you to pack much more firepower than usual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lasrifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lets you [[pretend]] your infantry are Solar Auxilia. At Heavy 2 30&amp;quot;, it has a lot more firepower at range than the 24&amp;quot; Rapid Fire lasgun. It also gains a Blast Charger mode, giving it 18&amp;quot; range, S6 AP4. Imagine having a whole army with S6 weapons for free? While the range is short and marines still get their saves, in bulk this weapon can easily threaten everything they fire at. Even T6 Primarchs should be wary about charging into a massed unit of these, while you can laugh at any enemy GEQs trying to get into melee as you Overwatch them with ID wounds that ignore their armour.&lt;br /&gt;
*Particularly useful with Levy squads, as fitting all 50 models into range is a lot easier when you have 30&amp;quot; Heavy 2 instead of 24&amp;quot; Rapid Fire. Moreover, as they are [[Ork|BS2]], don&#039;t be afraid to shuffle some models around and fire Snap Shots on them, so you can fit more models into the firing line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic Arms&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Grenadier/Command Cadre specific choices. The Pistol choices replace the laspistol/autopistol, the Assault choices replace the lasgun/autorifle, the Culverin/Cannon replaces Heavy Stubbers and Vulnus replaces Sniper Rifles. As noted in the Provenance entry you pay 30pts flat, so it pays to take large units. Remember both units come with a tri-weapon setup, so you can take the pistol upgrade together with whatever longarm/heavy weapon/special weapon upgrade you take.&lt;br /&gt;
*&#039;&#039;&#039;Needle Weapons:&#039;&#039;&#039; Generally quick-firing weapons with no AP, but various levels of &#039;&#039;Poisoned (X)&#039;&#039; so you can stack up the wounds and force saves. Also has &#039;&#039;Pinning&#039;&#039; as a general trait. &lt;br /&gt;
**&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; The only one that can be taken without 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. 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. 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;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Force Commander:&#039;&#039;&#039; You need one of these in your detachment in order to use Provenances, and all other HQ choices have the &#039;&#039;Support Squad&#039;&#039; rule, so you need one anyway. Thankfully Provenances are free this edition, so that&#039;s less of a worry. This guy has lots of good options, so he can easily be customized out the way you want him to be, and also has some of the best pistol choices in the army. The problem is that he is WS/BS4 I3, so cannot really compete in an environment that includes Space Marines, Custodians, and Primarchs. So unless you can match up some Provenances to gear that makes him marginally impressive, sometimes it&#039;s better to just go cheap and focus your attention on your flavourful squads instead. &lt;br /&gt;
**A Charnabal Saber is actually a good melee weapon for him, with S3 he only tends to wound on 5+ anyway. This weapon then makes all of those wounds AP2 with &#039;&#039;Breaching (5+)&#039;&#039;, and with &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039; it can even the playing field somewhat against Marine sergeants. If you really want to go first, Charnabal Glaive is also an acceptable choice.&lt;br /&gt;
**With 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;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
*&#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;. &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 certainly provides the squad a bit more utility.&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.&lt;br /&gt;
**Lascarbines/Stubcarbines reduce the working range of Lasgun in order to gain more shots. Remember at these ranges, the squad is likely to be taken out by a volley or two of bolter fire. Stubcarbines are then probably the better choice, as twenty models can throw out sixty shots at 12&amp;quot;, giving 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 Feral Warrior/Alchem-Jackers).&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 Carbines because of the similar ranges. Meltaguns are probably not worth it because the rest of the squad are unlikely to harm whatever the Melta forces them to shoot at. &lt;br /&gt;
**Weirdly, while you might expect the Flamer to be the best option for a melee squad...it&#039;s actually the Grenade Launcher because the Frag profile has &#039;&#039;Pinning&#039;&#039;. Marines have a 75% chance to pass the leadership test if hit with it, but even a 25% chance of not taking any reaction fire is going to help a lot.&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 Expendable 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. It seems their purpose now is to truly be an expendable unit to throw at the enemy as a distraction while you do more important things with other units.&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 Warrior Elite. 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, therefore Carbines can be confidently recommended.&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. In Warrior Elite armies they become the Primary objective takers, Legacy of the Great Crusade armies make them more accurate, Survivors of the Dark Age turns them into Mechanised Mobile troops, while in Armoury of the Old Night armies they gain incredible firepower that can put other armies basic units to shame. In Debased Cults and Unending Horde 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;. &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.&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 Survivors of the Dark Age. 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 Armoury of Old Night, 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 Armoury of Old Night.&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 Feral Warrior Infantry models with chainaxes don&#039;t count), 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 Industrial Stronghold. Benefits from Kinfolk Helots, 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]].&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 such as a Power Axe or Thunder Hammer alongside a Boarding Shield to make an effective challenger.&lt;br /&gt;
**They still have the Militia 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. &lt;br /&gt;
**Ogryns do well in combination with several other Provenances, so look for best ways to help them out. Feral Warriors for instance let&#039;s them swap those basic close combat weapons for Chain Axes, giving them S6 and &#039;&#039;Shred&#039;&#039;, without actually taking up one of their weapon upgrade choices. While Warrior Elite adds that valuable +1 Ld to a squad that cannot normally gain Ld boosts from anywhere else.&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|Kinsfolk]] armies and have Toughness 6 and &#039;&#039;Battlesmith (6+)&#039;&#039; on their Boss. Or setting their base Strength to 6 when using Abhuman Muster.&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 six S12, AP2, Brutal (2) 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 12 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.&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;
**They can also take Carapace armour for a single cost, giving them much needed survivability if you intend to get them close enough for melee combat.&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.&lt;br /&gt;
**Remember that they are still Militia, so if you use them as a melee unit, they are still likely going to break and be destroyed very easily when the opponent strikes them back. Luckily Discipline Masters can be added to them if they buy their own mounts.&lt;br /&gt;
**Much like Grenadiers, they take their long arm (or Lance) separately to their pistol and close combat weapon. Overall meaning in some builds you can just treat them as faster Grenadiers.&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 negligble, 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 your platoon the embarassment 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. &lt;br /&gt;
*&#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;
*&#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. &lt;br /&gt;
*&#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;
*&#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; to get four (2+1+1) attacks on the charge. They also have the highest initiative, 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;
&lt;br /&gt;
===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 Ordinance 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;
**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.&lt;br /&gt;
&lt;br /&gt;
*&#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 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 &amp;quot;Weapon Destroyed&amp;quot; damage results won&#039;t automatically nuke your turret weapon. &lt;br /&gt;
&lt;br /&gt;
*&#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, and every weapon on the tank can be swapped out for something else. However this variant comes with &#039;&#039;Third Line&#039;&#039; and doesn&#039;t get the Independent Fire Control 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.&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;&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]].&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. 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. With 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, and it is your only Lord of War choice, so you are going to want one.&lt;br /&gt;
&lt;br /&gt;
===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;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
USE YOUR DAMN IMAGINATION! Want an army of Felinids? Abhuman Helots and Gene-Crafted. Only Renegades &amp;amp; Heretics have more customization. This army is about as customizable as they are but, they&#039;re less diverse both in the base units available and being 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;
&lt;br /&gt;
{{Warhammer_30k_Tactics}}&lt;br /&gt;
[[Category:Warhammer Tactics/30k]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:8C42:816B:D39B:B25</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Imperialis_Militia&amp;diff=17456</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=17456"/>
		<updated>2023-05-06T10:33:05Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8C42:816B:D39B:B25: /* Provenances of War */ Given the rule specifically states they&amp;#039;re removed from play INSTEAD of falling back, this is meaningless&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;
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&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 can 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;
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==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;
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===Provenances of War=== &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;
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&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warrior Elite&amp;quot;&amp;gt;&lt;br /&gt;
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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;
***Affects your HQ units and Sentinels, but does &#039;&#039;&#039;NOT&#039;&#039;&#039; say anything about taking Cavalry or vehicles, the latter of which operate as per normal.&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;
***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 just want fodder against Weapon Destroyed on the vehicle damage table, take one for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; The S7 AP4 Heavy 2 classic, except now with &#039;&#039;Rending 6+&#039;&#039; so you peasants without Assault Cannons can also roll random crits. A good choice on your Fire Support squads given its price, high rate of fire making up for poor BS and the relative lack of S6/S7 shooting in the list. More questionable on vehicles and Sentinels, as you&#039;re already paying so much for the platform it comes in and you might as well get a better gun.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Has been nerfed into the ground because it countered MEQs too hard in the previous edition. Its S8 AP4 is frankly useless against Dreadnoughts/Automata, its 3&amp;quot; blast is too small for anti-infantry, while it&#039;s simply not as good against vehicles compared to...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Cannon:&#039;&#039;&#039; An absolutely excellent choice against literally anything bigger than an MEQ. Heavy 2 &#039;&#039;Brutal (2)&#039;&#039; means you have respectable wound volume, while S9 AP2 means reliable wounding against Dreadnought/Automata and ID against Terminators. &#039;&#039;Sunder&#039;&#039; makes it formidable as an anti-vehicle option too. Unless you&#039;re playing against Sisters of Silence, there will always be a good target for the Vanquisher. Take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Various heavy ordnance that don&#039;t fit under Auto weapons for whatever reason. A lot of these are specific to a single unit, so look in those entries instead.&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; Like the Battle Cannon, it was seriously nerfed from 1.0, this one because it countered TEQ too hard. However, the rework is a usable weapon, as S12 Ordnance means you will penetrate basically any vehicle, while AP3 &#039;&#039;Sunder&#039;&#039; gives it 1-shot potential against smaller Automata. It&#039;s not generally as good as the Vanquisher, but don&#039;t discount this when playing against Mechanicum or Imperial Army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The classic automatic rocket launcher. A better anti-infantry option than Las/Auto, but don&#039;t expect to use it as anything other than that.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The Marine-standard S4 AP5 24&amp;quot; Rapid Fire. Generally worth it on the models that can get it, as it is indeed that much better than the lasgun.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 1-shot 12&amp;quot; pistol version of the above. Most models with access to Bolt Pistols have access to Blast Pistols for the same cost. Unless you think you need the extra 3&amp;quot; range, then the extra shot and strength will always be the better choice.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; At Heavy 4 S5 AP4, it&#039;s one of the better anti-infantry options on your Fire Support Squads. Also available as a vehicle/Sentinel mount.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty similar to Auto weapons at the lower sizes, but changes to high strength with good AP as it gets bigger. &lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; The good old Imperial Guard weapon everyone knows from 40k with 24&amp;quot; S3 AP- Rapid Fire. All of your Troops have this as standard. However, most units can replace them with better options.&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; 12&amp;quot; S3 AP- pistol that everyone knows. Better than nothing. Really more for the +1A than for the actual pistol. Don&#039;t expect to see this often, as the Autopistol is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Available to several kinds of squad sergeant, as well as Discipline Masters. 9&amp;quot; range with S6 AP4, Pistol 2. Vastly superior to the stock las/autopistol in nearly every aspect and are a reliable threat against everything up to light vehicles, they usually come in cheap at 5 points for the upgrade which is definitely worth the price. &lt;br /&gt;
*&#039;&#039;&#039;Lascarbine:&#039;&#039;&#039; 18&amp;quot; S3 AP6 Assault 2 lasguns. So you trade some maximum range for more shots at the mid range, and the freedom to charge after.&lt;br /&gt;
*&#039;&#039;&#039;Long-las:&#039;&#039;&#039; Laser sniper rifle. Loss of &#039;&#039;Rending&#039;&#039; compared to the stock Sniper Rifle means it&#039;s less effective at piercing armour, but S6 AP4 means it&#039;s murder against both flavors of Imperial Army by piercing Carapace/Void Armour and causing Instant Death, denying &#039;&#039;Feel No Pain&#039;&#039; in the process. Also has &#039;&#039;Sunder&#039;&#039; which isn&#039;t much on a S6 platform, but may sometimes be useful for light vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; A generally respectable anti-light infantry weapon with its S6 AP6 Heavy 3, sharing duty with the Heavy Bolter as the resident medium strength high volume anti-light infantry weapon. Not as good as the Heavy Bolter, but many units don&#039;t feature both as an option, so you take what you can get.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; The big-boy anti-vehicle/Dreadnought/Terminator Heavy weapon you know and love. S9 AP2 &#039;&#039;Sunder&#039;&#039; means it can very reliably blow up vehicles and cause wounds on anything with a Toughness value, while 48&amp;quot; lets you do it from very far away. Your cheapest way of getting some is on Fire Support Squads, but you can also take them on Sentinels and vehicle mounts. &lt;br /&gt;
*&#039;&#039;&#039;Gravis Lascannon:&#039;&#039;&#039; 2-shot version of the above. Unfortunately competes directly with the objectively superior Vanquisher, so don&#039;t expect to see this often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
S8 AP1 weapons with &#039;&#039;Armourbane&#039;&#039; at half range. Good against vehicles as expected, but has taken over from Plasma as the anti-TEQ option thanks to retaining the ability to ignore 2+ saves and having ID against T4.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot; Assault 1 form. The competitor of the Plasma Gun as the anti-TEQ infantry squad special weapon; it&#039;s generally better, and is priced as such. You don&#039;t nearly get enough of them to actually threaten Terminator units, so just treat them as a source of additional firepower rather than an actual counter.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; 24&amp;quot; &#039;&#039;Twin-linked&#039;&#039; form; it&#039;s also Heavy 1, but everyone who can take one is a vehicle or a Sentinel, so you don&#039;t care. Actually a good weapon, as &#039;&#039;Twin-linked&#039;&#039; makes up for your mediocre BS3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Self-propelled munitions with an exploding warhead. Not generally as good as a specialized weapon and can get screwed over by specialized wargear that protects against missiles in particular. &lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy 1 weapon that can switch between S4 AP6 3&amp;quot; Blast &#039;&#039;Pinning&#039;&#039; Frag, and S8 AP3 Krak. Occupies its customary role between the Lascannon as an anti-vehicle choice and your various quick-firing weapons as anti-infantry. Unfortunately no longer a source of anti-air, as you do not get Flak Missiles.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile:&#039;&#039;&#039; One-use Krak missile for your vehicles. Won&#039;t do much given your BS3, but can be good fodder against Weapon Destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
High strength AP4 &#039;&#039;Breaching (4+)&#039;&#039; weapons, with a propensity for exploding. Unlike marines, you don&#039;t get an armour save against &#039;&#039;Gets Hot!&#039;&#039; because the resultant wound is AP4, so see if you can find some way to mitigate it, like &#039;&#039;Feel No Pain&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039;  12&amp;quot; pistol form. One of the best pistols that a character can be given as it can reliably kill the typical models that the rest of the squad will also be shooting at, but if the weapon explodes it is unlikely that the model carrying it will survive. But the model carrying it was unlikely to survive very long from being within 12&amp;quot; of the enemy in any case.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire form. Available as a special weapon on your infantry and is really one of your only ways of killing TEQs in an infantry-sized package. Unfortunately not very good at that anymore due to losing flat AP2 and TEQ being 2 wounds, and competes directly with Meltaguns in that role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; A mini Missile Launcher, with 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;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons with no AP, but &#039;&#039;Shred&#039;&#039; and possibly improved strength. The chainsword is character-exclusive, but the chainaxe is available to anyone with a CCW as long as you take Feral Warriors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; One of the most iconic weapons of the franchise, now with &#039;&#039;Shred&#039;&#039; to reflect the fact that a chainsaw should really hit harder than a knife. [[Derp|Entirely not worth it at 5 points]], when a Power weapon is 10 and compared to...&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; The above, except +1S and 2pt per model. As you took Feral Warriors for the purpose of building for melee anyway, this is absolutely worth it on any and all of your units, except on characters and maybe Cavalry. Take it and take it by the ton.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise normal weapons with a matter disruption field, translating in game as AP2/3. Character-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Same old S:User AP3, except now with &#039;&#039;Rending (6+)&#039;&#039;. Not a good idea, as lacking the strength bonuses of the Spear and Maul means you will have difficulties with wounding, while your I3 means you hit after everyone else and you might as well take the Axe. &lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; Same old S+1 AP2. Gives your characters a fighting chance against MEQ sergeants... as long as you survive going last. Can be improved with your extensive list of strength bonuses from Provenances and/or Warlord trait too.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; S+2, but now AP3, meaning you can actually hit pretty hard against MEQs. Assuming you don&#039;t get stuck in a challenge, you can do serious damage with this. Can also do OK against Automata.&lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; One of the premier anti-MEQ weapons with S+1 AP3 &#039;&#039;Reach (1)&#039;&#039;, allowing you to hit at the same time as MEQ. That said, if you&#039;re not in a challenge you can just allocate wounds to the random scrubs and make sure your character survives to use his Maul, while anyone in a challenge will likely need AP2 to fight Artificer Armour sergeants. However, if you&#039;re fighting GEQ, going first can give you the edge.&lt;br /&gt;
&lt;br /&gt;
The following is not available to Discipline Masters, and is instead only available to Force Commanders and Grenadier/Command Cadre sergeants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Its Sx2 AP2 cannot usually cause ID against MEQ/TEQs, as you have base strength 3, and even if you get strength bonuses you&#039;re liable to dying before you can attack at I1. Think very carefully before taking this on anyone who isn&#039;t your Force Commander, as you&#039;re very likely paying 15pt for a weapon you won&#039;t get to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb:&#039;&#039;&#039; The same 1 S8 AP1 attack at I1, except it now causes ID because Dreadnoughts have normal statlines now and the Melta Bomb should be useful against them. Available on Force Commander, Discipline Masters and Grenadier/Command Cadre sergeants; you can&#039;t mass it like Space Marines, but you really have no better choices against a Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; Turns your lasgun/autorifle/bolter into a spear. +1S is good, but &#039;&#039;Two-handed&#039;&#039; is not, particularly when you can&#039;t normally shoot the gun it&#039;s attached to before charging (Rapid Fire), while anyone who actually wants to be in melee will make the free trade to pistol+CCW and not have a bayonet in the first place. Becomes better with Cyber-augmetics, which allows charging after firing Rapid Fire weapons; it costs more and still isn&#039;t as good as pistol+CCW, but it may be worth it if you really want to keep your rifle. &lt;br /&gt;
*&#039;&#039;&#039;Militia Lance:&#039;&#039;&#039; Remember that glorious bastard who took Warhammer Fantasy handguns as Auxilia Rifles on his infantry in 1.0 and started gunning down Space Marines? You can do that now with your knight models, except your S7 AP3 &#039;&#039;Brutal (2)&#039;&#039; lance is actually capable of killing Marines, all with a cool &#039;&#039;Sudden Strike (2)&#039;&#039; to make sure you go before those Marines. What&#039;s the problem? &#039;&#039;Ungainly&#039;&#039;, which limits you to using it on the charge, and then only making 1 attack. This means it&#039;s only really good on your rank and file Cavalry models, as all of the mounted characters who can take one can and should take something that grants more attacks. Even then, it&#039;s a close call between this and 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;
&lt;br /&gt;
===Armoury of Old Night===&lt;br /&gt;
This section lists weapons that are only available when you take said Provenance. Generally very good weapons that live up to the name of the Provenance, allowing you to pack much more firepower than usual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lasrifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lets you [[pretend]] your infantry are Solar Auxilia. At Heavy 2 30&amp;quot;, it has a lot more firepower at range than the 24&amp;quot; Rapid Fire lasgun. It also gains a Blast Charger mode, giving it 18&amp;quot; range, S6 AP4. Imagine having a whole army with S6 weapons for free? While the range is short and marines still get their saves, in bulk this weapon can easily threaten everything they fire at. Even T6 Primarchs should be wary about charging into a massed unit of these, while you can laugh at any enemy GEQs trying to get into melee as you Overwatch them with ID wounds that ignore their armour.&lt;br /&gt;
*Particularly useful with Levy squads, as fitting all 50 models into range is a lot easier when you have 30&amp;quot; Heavy 2 instead of 24&amp;quot; Rapid Fire. Moreover, as they are [[Ork|BS2]], don&#039;t be afraid to shuffle some models around and fire Snap Shots on them, so you can fit more models into the firing line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic Arms&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Grenadier/Command Cadre specific choices. The Pistol choices replace the laspistol/autopistol, the Assault choices replace the lasgun/autorifle, the Culverin/Cannon replaces Heavy Stubbers and Vulnus replaces Sniper Rifles. As noted in the Provenance entry you pay 30pts flat, so it pays to take large units. Remember both units come with a tri-weapon setup, so you can take the pistol upgrade together with whatever longarm/heavy weapon/special weapon upgrade you take.&lt;br /&gt;
*&#039;&#039;&#039;Needle Weapons:&#039;&#039;&#039; Generally quick-firing weapons with no AP, but various levels of &#039;&#039;Poisoned (X)&#039;&#039; so you can stack up the wounds and force saves. Also has &#039;&#039;Pinning&#039;&#039; as a general trait. &lt;br /&gt;
**&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; The only one that can be taken without 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. 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. 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;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Force Commander:&#039;&#039;&#039; You need one of these in your detachment in order to use Provenances, and all other HQ choices have the &#039;&#039;Support Squad&#039;&#039; rule, so you need one anyway. Thankfully Provenances are free this edition, so that&#039;s less of a worry. This guy has lots of good options, so he can easily be customized out the way you want him to be, and also has some of the best pistol choices in the army. The problem is that he is WS/BS4 I3, so cannot really compete in an environment that includes Space Marines, Custodians, and Primarchs. So unless you can match up some Provenances to gear that makes him marginally impressive, sometimes it&#039;s better to just go cheap and focus your attention on your flavourful squads instead. &lt;br /&gt;
**A Charnabal Saber is actually a good melee weapon for him, with S3 he only tends to wound on 5+ anyway. This weapon then makes all of those wounds AP2 with &#039;&#039;Breaching (5+)&#039;&#039;, and with &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039; it can even the playing field somewhat against Marine sergeants. If you really want to go first, Charnabal Glaive is also an acceptable choice.&lt;br /&gt;
**With 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;. &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;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
===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 certainly provides the squad a bit more utility.&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.&lt;br /&gt;
**Lascarbines/Stubcarbines reduce the working range of Lasgun in order to gain more shots. Remember at these ranges, the squad is likely to be taken out by a volley or two of bolter fire. Stubcarbines are then probably the better choice, as twenty models can throw out sixty shots at 12&amp;quot;, giving 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 Feral Warrior/Alchem-Jackers).&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 Carbines because of the similar ranges. Meltaguns are probably not worth it because the rest of the squad are unlikely to harm whatever the Melta forces them to shoot at. &lt;br /&gt;
**Weirdly, while you might expect the Flamer to be the best option for a melee squad...it&#039;s actually the Grenade Launcher because the Frag profile has &#039;&#039;Pinning&#039;&#039;. Marines have a 75% chance to pass the leadership test if hit with it, but even a 25% chance of not taking any reaction fire is going to help a lot.&lt;br /&gt;
&lt;br /&gt;
*&#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 Expendable 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. It seems their purpose now is to truly be an expendable unit to throw at the enemy as a distraction while you do more important things with other units.&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 Warrior Elite. 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, therefore Carbines can be confidently recommended.&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. In Warrior Elite armies they become the Primary objective takers, Legacy of the Great Crusade armies make them more accurate, Survivors of the Dark Age turns them into Mechanised Mobile troops, while in Armoury of the Old Night armies they gain incredible firepower that can put other armies basic units to shame. In Debased Cults and Unending Horde 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;. &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.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
&lt;br /&gt;
You don&#039;t normally get any, but 10-man Grenadier/Command Cadres get some Space Marine vehicles if you take Survivors of the Dark Age. 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 Armoury of Old Night, 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 Armoury of Old Night.&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 Feral Warrior Infantry models with chainaxes don&#039;t count), 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 Industrial Stronghold. Benefits from Kinfolk Helots, 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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&lt;br /&gt;
===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]].&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 such as a Power Axe or Thunder Hammer alongside a Boarding Shield to make an effective challenger.&lt;br /&gt;
**They still have the Militia 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. &lt;br /&gt;
**Ogryns do well in combination with several other Provenances, so look for best ways to help them out. Feral Warriors for instance let&#039;s them swap those basic close combat weapons for Chain Axes, giving them S6 and &#039;&#039;Shred&#039;&#039;, without actually taking up one of their weapon upgrade choices. While Warrior Elite adds that valuable +1 Ld to a squad that cannot normally gain Ld boosts from anywhere else.&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|Kinsfolk]] armies and have Toughness 6 and &#039;&#039;Battlesmith (6+)&#039;&#039; on their Boss. Or setting their base Strength to 6 when using Abhuman Muster.&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 six S12, AP2, Brutal (2) 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 12 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.&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;
**They can also take Carapace armour for a single cost, giving them much needed survivability if you intend to get them close enough for melee combat.&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.&lt;br /&gt;
**Remember that they are still Militia, so if you use them as a melee unit, they are still likely going to break and be destroyed very easily when the opponent strikes them back. Luckily Discipline Masters can be added to them if they buy their own mounts.&lt;br /&gt;
**Much like Grenadiers, they take their long arm (or Lance) separately to their pistol and close combat weapon. Overall meaning in some builds you can just treat them as faster Grenadiers.&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 negligble, 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 your platoon the embarassment 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. &lt;br /&gt;
*&#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;
*&#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. &lt;br /&gt;
*&#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;
*&#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; to get four (2+1+1) attacks on the charge. They also have the highest initiative, 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 Ordinance 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;
**Unlike most of the other artillery units, this one doesn&#039;t suffer from any variant rule where they abandon their guns if they fall back. They are still &#039;&#039;Militia&#039;&#039; so morale is a worry, but at least this gives you a second chance if there are enough models in the unit.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Ordnance Battery:&#039;&#039;&#039; Earthshaker guns that have the longest range out of the entire armoury. Able to strike pretty much anywhere on the table, Earthshakers are very likely to wound their targets with S9 and &#039;&#039;Shred&#039;&#039;, and at 75 points for the initial cannon, and 65 for each additional one, they are very reasonably priced. They are Immobile though, and the Ld7 crew have a special rule where if they fall back the guns are simply lost, this makes them really fragile, which probably accounts for the cost. They can buy up to twenty crewmen for only 2 points per model, so arguably should be stocked up as much as possible to avoid those 25% shooting morale checks.&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 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 &amp;quot;Weapon Destroyed&amp;quot; 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, and every weapon on the tank can be swapped out for something else. However this variant comes with &#039;&#039;Third Line&#039;&#039; and doesn&#039;t get the Independent Fire Control 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.&lt;br /&gt;
**Malcadors are actually the one of the fastest units in the army list with a movement speed of 14.&lt;br /&gt;
**The tank also has the &#039;&#039;Support Squad&#039;&#039; rule, which in most cases is meaningless, since Heavy Support slots are not usually compulsory unless you are playing some unique mission variant.&lt;br /&gt;
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*&#039;&#039;&#039;Gorgon Heavy Transporter:&#039;&#039;&#039;&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]].&lt;br /&gt;
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===Lord of War===&lt;br /&gt;
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*&#039;&#039;&#039;[[Baneblade|Militia Baneblade]]:&#039;&#039;&#039; -  This edition it comes with the &#039;&#039;Third Line&#039;&#039; drawbacks, but it&#039;s still a Superheavy Vehicle it is less bothered by penetrating hits, so the downside is mitigated somewhat. 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. With 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, and it is your only Lord of War choice, so you are going to want one.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
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==Allies==&lt;br /&gt;
The Militia is a bit of an oddball in terms of alliances. While considered part of the Imperial Army, taking 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;
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===Legiones Astartes===&lt;br /&gt;
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===Mechanicum===&lt;br /&gt;
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===Solar Auxilia===&lt;br /&gt;
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===Legio Custodes &amp;amp; Sisters of Silence===&lt;br /&gt;
One word: Don&#039;t.&lt;br /&gt;
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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;
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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;
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===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;
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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;
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==Tactics==&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
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USE YOUR DAMN IMAGINATION! Want an army of Felinids? Abhuman Helots and Gene-Crafted. Only Renegades &amp;amp; Heretics have more customization. This army is about as customizable as they are but, they&#039;re less diverse both in the base units available and being 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;
&lt;br /&gt;
{{Warhammer_30k_Tactics}}&lt;br /&gt;
[[Category:Warhammer Tactics/30k]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:8C42:816B:D39B:B25</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Imperialis_Militia&amp;diff=17455</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=17455"/>
		<updated>2023-05-06T10:30:18Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8C42:816B:D39B:B25: /* Provenances of War */&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 can 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;
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;
***Affects your HQ units and Sentinels, but does &#039;&#039;&#039;NOT&#039;&#039;&#039; say anything about taking Cavalry or vehicles, the latter of which operate as per normal.&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 just want fodder against Weapon Destroyed on the vehicle damage table, take one for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; The S7 AP4 Heavy 2 classic, except now with &#039;&#039;Rending 6+&#039;&#039; so you peasants without Assault Cannons can also roll random crits. A good choice on your Fire Support squads given its price, high rate of fire making up for poor BS and the relative lack of S6/S7 shooting in the list. More questionable on vehicles and Sentinels, as you&#039;re already paying so much for the platform it comes in and you might as well get a better gun.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Has been nerfed into the ground because it countered MEQs too hard in the previous edition. Its S8 AP4 is frankly useless against Dreadnoughts/Automata, its 3&amp;quot; blast is too small for anti-infantry, while it&#039;s simply not as good against vehicles compared to...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Cannon:&#039;&#039;&#039; An absolutely excellent choice against literally anything bigger than an MEQ. Heavy 2 &#039;&#039;Brutal (2)&#039;&#039; means you have respectable wound volume, while S9 AP2 means reliable wounding against Dreadnought/Automata and ID against Terminators. &#039;&#039;Sunder&#039;&#039; makes it formidable as an anti-vehicle option too. Unless you&#039;re playing against Sisters of Silence, there will always be a good target for the Vanquisher. Take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Various heavy ordnance that don&#039;t fit under Auto weapons for whatever reason. A lot of these are specific to a single unit, so look in those entries instead.&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; Like the Battle Cannon, it was seriously nerfed from 1.0, this one because it countered TEQ too hard. However, the rework is a usable weapon, as S12 Ordnance means you will penetrate basically any vehicle, while AP3 &#039;&#039;Sunder&#039;&#039; gives it 1-shot potential against smaller Automata. It&#039;s not generally as good as the Vanquisher, but don&#039;t discount this when playing against Mechanicum or Imperial Army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The classic automatic rocket launcher. A better anti-infantry option than Las/Auto, but don&#039;t expect to use it as anything other than that.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The Marine-standard S4 AP5 24&amp;quot; Rapid Fire. Generally worth it on the models that can get it, as it is indeed that much better than the lasgun.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 1-shot 12&amp;quot; pistol version of the above. Most models with access to Bolt Pistols have access to Blast Pistols for the same cost. Unless you think you need the extra 3&amp;quot; range, then the extra shot and strength will always be the better choice.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; At Heavy 4 S5 AP4, it&#039;s one of the better anti-infantry options on your Fire Support Squads. Also available as a vehicle/Sentinel mount.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty similar to Auto weapons at the lower sizes, but changes to high strength with good AP as it gets bigger. &lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; The good old Imperial Guard weapon everyone knows from 40k with 24&amp;quot; S3 AP- Rapid Fire. All of your Troops have this as standard. However, most units can replace them with better options.&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; 12&amp;quot; S3 AP- pistol that everyone knows. Better than nothing. Really more for the +1A than for the actual pistol. Don&#039;t expect to see this often, as the Autopistol is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Available to several kinds of squad sergeant, as well as Discipline Masters. 9&amp;quot; range with S6 AP4, Pistol 2. Vastly superior to the stock las/autopistol in nearly every aspect and are a reliable threat against everything up to light vehicles, they usually come in cheap at 5 points for the upgrade which is definitely worth the price. &lt;br /&gt;
*&#039;&#039;&#039;Lascarbine:&#039;&#039;&#039; 18&amp;quot; S3 AP6 Assault 2 lasguns. So you trade some maximum range for more shots at the mid range, and the freedom to charge after.&lt;br /&gt;
*&#039;&#039;&#039;Long-las:&#039;&#039;&#039; Laser sniper rifle. Loss of &#039;&#039;Rending&#039;&#039; compared to the stock Sniper Rifle means it&#039;s less effective at piercing armour, but S6 AP4 means it&#039;s murder against both flavors of Imperial Army by piercing Carapace/Void Armour and causing Instant Death, denying &#039;&#039;Feel No Pain&#039;&#039; in the process. Also has &#039;&#039;Sunder&#039;&#039; which isn&#039;t much on a S6 platform, but may sometimes be useful for light vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; A generally respectable anti-light infantry weapon with its S6 AP6 Heavy 3, sharing duty with the Heavy Bolter as the resident medium strength high volume anti-light infantry weapon. Not as good as the Heavy Bolter, but many units don&#039;t feature both as an option, so you take what you can get.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; The big-boy anti-vehicle/Dreadnought/Terminator Heavy weapon you know and love. S9 AP2 &#039;&#039;Sunder&#039;&#039; means it can very reliably blow up vehicles and cause wounds on anything with a Toughness value, while 48&amp;quot; lets you do it from very far away. Your cheapest way of getting some is on Fire Support Squads, but you can also take them on Sentinels and vehicle mounts. &lt;br /&gt;
*&#039;&#039;&#039;Gravis Lascannon:&#039;&#039;&#039; 2-shot version of the above. Unfortunately competes directly with the objectively superior Vanquisher, so don&#039;t expect to see this often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
S8 AP1 weapons with &#039;&#039;Armourbane&#039;&#039; at half range. Good against vehicles as expected, but has taken over from Plasma as the anti-TEQ option thanks to retaining the ability to ignore 2+ saves and having ID against T4.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot; Assault 1 form. The competitor of the Plasma Gun as the anti-TEQ infantry squad special weapon; it&#039;s generally better, and is priced as such. You don&#039;t nearly get enough of them to actually threaten Terminator units, so just treat them as a source of additional firepower rather than an actual counter.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; 24&amp;quot; &#039;&#039;Twin-linked&#039;&#039; form; it&#039;s also Heavy 1, but everyone who can take one is a vehicle or a Sentinel, so you don&#039;t care. Actually a good weapon, as &#039;&#039;Twin-linked&#039;&#039; makes up for your mediocre BS3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Self-propelled munitions with an exploding warhead. Not generally as good as a specialized weapon and can get screwed over by specialized wargear that protects against missiles in particular. &lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy 1 weapon that can switch between S4 AP6 3&amp;quot; Blast &#039;&#039;Pinning&#039;&#039; Frag, and S8 AP3 Krak. Occupies its customary role between the Lascannon as an anti-vehicle choice and your various quick-firing weapons as anti-infantry. Unfortunately no longer a source of anti-air, as you do not get Flak Missiles.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile:&#039;&#039;&#039; One-use Krak missile for your vehicles. Won&#039;t do much given your BS3, but can be good fodder against Weapon Destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
High strength AP4 &#039;&#039;Breaching (4+)&#039;&#039; weapons, with a propensity for exploding. Unlike marines, you don&#039;t get an armour save against &#039;&#039;Gets Hot!&#039;&#039; because the resultant wound is AP4, so see if you can find some way to mitigate it, like &#039;&#039;Feel No Pain&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039;  12&amp;quot; pistol form. One of the best pistols that a character can be given as it can reliably kill the typical models that the rest of the squad will also be shooting at, but if the weapon explodes it is unlikely that the model carrying it will survive. But the model carrying it was unlikely to survive very long from being within 12&amp;quot; of the enemy in any case.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire form. Available as a special weapon on your infantry and is really one of your only ways of killing TEQs in an infantry-sized package. Unfortunately not very good at that anymore due to losing flat AP2 and TEQ being 2 wounds, and competes directly with Meltaguns in that role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; A mini Missile Launcher, with 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;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons with no AP, but &#039;&#039;Shred&#039;&#039; and possibly improved strength. The chainsword is character-exclusive, but the chainaxe is available to anyone with a CCW as long as you take Feral Warriors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; One of the most iconic weapons of the franchise, now with &#039;&#039;Shred&#039;&#039; to reflect the fact that a chainsaw should really hit harder than a knife. [[Derp|Entirely not worth it at 5 points]], when a Power weapon is 10 and compared to...&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; The above, except +1S and 2pt per model. As you took Feral Warriors for the purpose of building for melee anyway, this is absolutely worth it on any and all of your units, except on characters and maybe Cavalry. Take it and take it by the ton.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise normal weapons with a matter disruption field, translating in game as AP2/3. Character-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Same old S:User AP3, except now with &#039;&#039;Rending (6+)&#039;&#039;. Not a good idea, as lacking the strength bonuses of the Spear and Maul means you will have difficulties with wounding, while your I3 means you hit after everyone else and you might as well take the Axe. &lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; Same old S+1 AP2. Gives your characters a fighting chance against MEQ sergeants... as long as you survive going last. Can be improved with your extensive list of strength bonuses from Provenances and/or Warlord trait too.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; S+2, but now AP3, meaning you can actually hit pretty hard against MEQs. Assuming you don&#039;t get stuck in a challenge, you can do serious damage with this. Can also do OK against Automata.&lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; One of the premier anti-MEQ weapons with S+1 AP3 &#039;&#039;Reach (1)&#039;&#039;, allowing you to hit at the same time as MEQ. That said, if you&#039;re not in a challenge you can just allocate wounds to the random scrubs and make sure your character survives to use his Maul, while anyone in a challenge will likely need AP2 to fight Artificer Armour sergeants. However, if you&#039;re fighting GEQ, going first can give you the edge.&lt;br /&gt;
&lt;br /&gt;
The following is not available to Discipline Masters, and is instead only available to Force Commanders and Grenadier/Command Cadre sergeants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Its Sx2 AP2 cannot usually cause ID against MEQ/TEQs, as you have base strength 3, and even if you get strength bonuses you&#039;re liable to dying before you can attack at I1. Think very carefully before taking this on anyone who isn&#039;t your Force Commander, as you&#039;re very likely paying 15pt for a weapon you won&#039;t get to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb:&#039;&#039;&#039; The same 1 S8 AP1 attack at I1, except it now causes ID because Dreadnoughts have normal statlines now and the Melta Bomb should be useful against them. Available on Force Commander, Discipline Masters and Grenadier/Command Cadre sergeants; you can&#039;t mass it like Space Marines, but you really have no better choices against a Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; Turns your lasgun/autorifle/bolter into a spear. +1S is good, but &#039;&#039;Two-handed&#039;&#039; is not, particularly when you can&#039;t normally shoot the gun it&#039;s attached to before charging (Rapid Fire), while anyone who actually wants to be in melee will make the free trade to pistol+CCW and not have a bayonet in the first place. Becomes better with Cyber-augmetics, which allows charging after firing Rapid Fire weapons; it costs more and still isn&#039;t as good as pistol+CCW, but it may be worth it if you really want to keep your rifle. &lt;br /&gt;
*&#039;&#039;&#039;Militia Lance:&#039;&#039;&#039; Remember that glorious bastard who took Warhammer Fantasy handguns as Auxilia Rifles on his infantry in 1.0 and started gunning down Space Marines? You can do that now with your knight models, except your S7 AP3 &#039;&#039;Brutal (2)&#039;&#039; lance is actually capable of killing Marines, all with a cool &#039;&#039;Sudden Strike (2)&#039;&#039; to make sure you go before those Marines. What&#039;s the problem? &#039;&#039;Ungainly&#039;&#039;, which limits you to using it on the charge, and then only making 1 attack. This means it&#039;s only really good on your rank and file Cavalry models, as all of the mounted characters who can take one can and should take something that grants more attacks. Even then, it&#039;s a close call between this and 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;
&lt;br /&gt;
===Armoury of Old Night===&lt;br /&gt;
This section lists weapons that are only available when you take said Provenance. Generally very good weapons that live up to the name of the Provenance, allowing you to pack much more firepower than usual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lasrifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lets you [[pretend]] your infantry are Solar Auxilia. At Heavy 2 30&amp;quot;, it has a lot more firepower at range than the 24&amp;quot; Rapid Fire lasgun. It also gains a Blast Charger mode, giving it 18&amp;quot; range, S6 AP4. Imagine having a whole army with S6 weapons for free? While the range is short and marines still get their saves, in bulk this weapon can easily threaten everything they fire at. Even T6 Primarchs should be wary about charging into a massed unit of these, while you can laugh at any enemy GEQs trying to get into melee as you Overwatch them with ID wounds that ignore their armour.&lt;br /&gt;
*Particularly useful with Levy squads, as fitting all 50 models into range is a lot easier when you have 30&amp;quot; Heavy 2 instead of 24&amp;quot; Rapid Fire. Moreover, as they are [[Ork|BS2]], don&#039;t be afraid to shuffle some models around and fire Snap Shots on them, so you can fit more models into the firing line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic Arms&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Grenadier/Command Cadre specific choices. The Pistol choices replace the laspistol/autopistol, the Assault choices replace the lasgun/autorifle, the Culverin/Cannon replaces Heavy Stubbers and Vulnus replaces Sniper Rifles. As noted in the Provenance entry you pay 30pts flat, so it pays to take large units. Remember both units come with a tri-weapon setup, so you can take the pistol upgrade together with whatever longarm/heavy weapon/special weapon upgrade you take.&lt;br /&gt;
*&#039;&#039;&#039;Needle Weapons:&#039;&#039;&#039; Generally quick-firing weapons with no AP, but various levels of &#039;&#039;Poisoned (X)&#039;&#039; so you can stack up the wounds and force saves. Also has &#039;&#039;Pinning&#039;&#039; as a general trait. &lt;br /&gt;
**&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; The only one that can be taken without 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. 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. 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;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Force Commander:&#039;&#039;&#039; You need one of these in your detachment in order to use Provenances, and all other HQ choices have the &#039;&#039;Support Squad&#039;&#039; rule, so you need one anyway. Thankfully Provenances are free this edition, so that&#039;s less of a worry. This guy has lots of good options, so he can easily be customized out the way you want him to be, and also has some of the best pistol choices in the army. The problem is that he is WS/BS4 I3, so cannot really compete in an environment that includes Space Marines, Custodians, and Primarchs. So unless you can match up some Provenances to gear that makes him marginally impressive, sometimes it&#039;s better to just go cheap and focus your attention on your flavourful squads instead. &lt;br /&gt;
**A Charnabal Saber is actually a good melee weapon for him, with S3 he only tends to wound on 5+ anyway. This weapon then makes all of those wounds AP2 with &#039;&#039;Breaching (5+)&#039;&#039;, and with &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039; it can even the playing field somewhat against Marine sergeants. If you really want to go first, Charnabal Glaive is also an acceptable choice.&lt;br /&gt;
**With 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;. &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 certainly provides the squad a bit more utility.&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.&lt;br /&gt;
**Lascarbines/Stubcarbines reduce the working range of Lasgun in order to gain more shots. Remember at these ranges, the squad is likely to be taken out by a volley or two of bolter fire. Stubcarbines are then probably the better choice, as twenty models can throw out sixty shots at 12&amp;quot;, giving 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 Feral Warrior/Alchem-Jackers).&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 Carbines because of the similar ranges. Meltaguns are probably not worth it because the rest of the squad are unlikely to harm whatever the Melta forces them to shoot at. &lt;br /&gt;
**Weirdly, while you might expect the Flamer to be the best option for a melee squad...it&#039;s actually the Grenade Launcher because the Frag profile has &#039;&#039;Pinning&#039;&#039;. Marines have a 75% chance to pass the leadership test if hit with it, but even a 25% chance of not taking any reaction fire is going to help a lot.&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 Expendable 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. It seems their purpose now is to truly be an expendable unit to throw at the enemy as a distraction while you do more important things with other units.&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 Warrior Elite. 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, therefore Carbines can be confidently recommended.&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. In Warrior Elite armies they become the Primary objective takers, Legacy of the Great Crusade armies make them more accurate, Survivors of the Dark Age turns them into Mechanised Mobile troops, while in Armoury of the Old Night armies they gain incredible firepower that can put other armies basic units to shame. In Debased Cults and Unending Horde 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;. &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.&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 Survivors of the Dark Age. 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 Armoury of Old Night, 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 Armoury of Old Night.&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 Feral Warrior Infantry models with chainaxes don&#039;t count), 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 Industrial Stronghold. Benefits from Kinfolk Helots, 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]].&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 such as a Power Axe or Thunder Hammer alongside a Boarding Shield to make an effective challenger.&lt;br /&gt;
**They still have the Militia 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. &lt;br /&gt;
**Ogryns do well in combination with several other Provenances, so look for best ways to help them out. Feral Warriors for instance let&#039;s them swap those basic close combat weapons for Chain Axes, giving them S6 and &#039;&#039;Shred&#039;&#039;, without actually taking up one of their weapon upgrade choices. While Warrior Elite adds that valuable +1 Ld to a squad that cannot normally gain Ld boosts from anywhere else.&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|Kinsfolk]] armies and have Toughness 6 and &#039;&#039;Battlesmith (6+)&#039;&#039; on their Boss. Or setting their base Strength to 6 when using Abhuman Muster.&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 six S12, AP2, Brutal (2) 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 12 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.&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;
**They can also take Carapace armour for a single cost, giving them much needed survivability if you intend to get them close enough for melee combat.&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.&lt;br /&gt;
**Remember that they are still Militia, so if you use them as a melee unit, they are still likely going to break and be destroyed very easily when the opponent strikes them back. Luckily Discipline Masters can be added to them if they buy their own mounts.&lt;br /&gt;
**Much like Grenadiers, they take their long arm (or Lance) separately to their pistol and close combat weapon. Overall meaning in some builds you can just treat them as faster Grenadiers.&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 negligble, 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 your platoon the embarassment 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. &lt;br /&gt;
*&#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;
*&#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. &lt;br /&gt;
*&#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;
*&#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; to get four (2+1+1) attacks on the charge. They also have the highest initiative, 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 Ordinance 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;
**Unlike most of the other artillery units, this one doesn&#039;t suffer from any variant rule where they abandon their guns if they fall back. They are still &#039;&#039;Militia&#039;&#039; so morale is a worry, but at least this gives you a second chance if there are enough models in the unit.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Ordnance Battery:&#039;&#039;&#039; Earthshaker guns that have the longest range out of the entire armoury. Able to strike pretty much anywhere on the table, Earthshakers are very likely to wound their targets with S9 and &#039;&#039;Shred&#039;&#039;, and at 75 points for the initial cannon, and 65 for each additional one, they are very reasonably priced. They are Immobile though, and the Ld7 crew have a special rule where if they fall back the guns are simply lost, this makes them really fragile, which probably accounts for the cost. They can buy up to twenty crewmen for only 2 points per model, so arguably should be stocked up as much as possible to avoid those 25% shooting morale checks.&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 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 &amp;quot;Weapon Destroyed&amp;quot; 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, and every weapon on the tank can be swapped out for something else. However this variant comes with &#039;&#039;Third Line&#039;&#039; and doesn&#039;t get the Independent Fire Control 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.&lt;br /&gt;
**Malcadors are actually the one of the fastest units in the army list with a movement speed of 14.&lt;br /&gt;
**The tank also has the &#039;&#039;Support Squad&#039;&#039; rule, which in most cases is meaningless, since Heavy Support slots are not usually compulsory unless you are playing some unique mission variant.&lt;br /&gt;
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*&#039;&#039;&#039;Gorgon Heavy Transporter:&#039;&#039;&#039;&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]].&lt;br /&gt;
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===Lord of War===&lt;br /&gt;
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*&#039;&#039;&#039;[[Baneblade|Militia Baneblade]]:&#039;&#039;&#039; -  This edition it comes with the &#039;&#039;Third Line&#039;&#039; drawbacks, but it&#039;s still a Superheavy Vehicle it is less bothered by penetrating hits, so the downside is mitigated somewhat. 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. With 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, and it is your only Lord of War choice, so you are going to want one.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
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==Allies==&lt;br /&gt;
The Militia is a bit of an oddball in terms of alliances. While considered part of the Imperial Army, taking 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;
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===Legiones Astartes===&lt;br /&gt;
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===Mechanicum===&lt;br /&gt;
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===Solar Auxilia===&lt;br /&gt;
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===Legio Custodes &amp;amp; Sisters of Silence===&lt;br /&gt;
One word: Don&#039;t.&lt;br /&gt;
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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;
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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;
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===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;
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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;
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==Tactics==&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
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USE YOUR DAMN IMAGINATION! Want an army of Felinids? Abhuman Helots and Gene-Crafted. Only Renegades &amp;amp; Heretics have more customization. This army is about as customizable as they are but, they&#039;re less diverse both in the base units available and being 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>2001:8003:1C20:8C00:8C42:816B:D39B:B25</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18095</id>
		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Solar Auxilia Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18095"/>
		<updated>2023-05-06T09:09:30Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8C42:816B:D39B:B25: /* Special Rules */&lt;/p&gt;
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&lt;div&gt;[[File:SA-recruitment-poster.jpg‎|400px|thumb|right|Enlist today!]]&lt;br /&gt;
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{{topquote|What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!|[[Lord Solar Macharius]] (his time was later, but the sentiment was true back during the 31st Millennium)}}&lt;br /&gt;
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{{topquote|In war the greatest single deciding factor is will; without the will to do so, no sacrifice is made, no initiative seized, no objective taken and no enemy vanquished - all the guns in creation are useless without the will to pull the trigger.|[[Goge Vandire]], Sermons to the Frateris Templar, Vol XIII}}&lt;br /&gt;
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This is the current tactics page for the [[Solar Auxilia]] in HH 2.0. The 1.0 tactics can be found [[Warhammer 40,000/Tactics/Solar Auxilia (30k)|here]]&lt;br /&gt;
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For the generals on how to play the game and the basics on list building (as well as other tactica rules), you may want the General tactics page. You may also find the Horus Heresy general thread as &amp;quot;/HHG/&amp;quot; on [[/tg/]].&lt;br /&gt;
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==Why play the Solar Auxilia==&lt;br /&gt;
Because in a time of [[Space Marines|angels]] and [[Primarch|demigods]], it takes true grit to be a mere man and to stand among them, let alone fight them. Solar Auxilia are the elite humans of the [[Horus Heresy]], but that doesn&#039;t mean much when you&#039;re going up against genetically engineered post-humans wrapped in power armour. They&#039;ll be relying on massed firepower, tanks and respectable 4+ armour saves to carry them to victory, while gritting their teeth and bearing the punishment that they can&#039;t brush off. It truly can be a hard time to be a mortal among demigods.&lt;br /&gt;
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Alternatively, you might&#039;ve seen their models and decided that a steampunk-fantasy 50&#039;s sci-fi cosmonaut aesthetic is your jam. And with the drip on those voidsmen, how could you not?&lt;br /&gt;
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&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Amazing looking models!&lt;br /&gt;
*Stormtrooper-tier soldiers with Imperial Guard numbers.&lt;br /&gt;
*A wholly original army just for 30k, making it pretty unique.&lt;br /&gt;
*Models with one of the coolest aesthetics GW/FW have ever produced.&lt;br /&gt;
*One of the best shooting armies in the game.&lt;br /&gt;
*The new Cohort Doctrines give Solar Auxilia some very nice diversification in their playstyles and army building.&lt;br /&gt;
*Did we mention the models?&lt;br /&gt;
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&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Lost the handholding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and &#039;&#039;Blast&#039;&#039; weapons will evaporate Solar Auxilia units with each shot since they&#039;re all AP4 now. Thanks to the &#039;&#039;Close-order&#039;&#039; sub-type, you have a unit coherency of 1&amp;quot;, which means your dudes will die in droves the moment your enemy pulls out a pie plate. This won&#039;t be a problem for your Marine playing opponents and their 3+ armour saves.&lt;br /&gt;
*This is not the Tank edition and most of your armour is far more limited in their usefulness and which guns are effective.&lt;br /&gt;
*Most of your stuff is more expensive now compared to 1E, and that&#039;s on top of core game mechanics favouring Marines. Point-per-point, you will lose to Astartes.&lt;br /&gt;
*Dreadnoughts are one of the most effective things in this edition, and you have none. Your options for taking them out are also limited.&lt;br /&gt;
*This army is expensive to build. Forget selling your own organs, you&#039;ll have to build a drug empire and spend your nights hunting people and harvesting all of their organs. Their fluff of highly standardized equipment makes every alternative a bad proxy.&lt;br /&gt;
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==Core Warlord Traits==&lt;br /&gt;
Solar Auxilia do not get unique warlord traits, so you better pick the generic one that grants you the extra reaction in the phase of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Bloody-Handed:&#039;&#039;&#039; +1 to combat resolution within 12&amp;quot;. Extra Assault Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; Grants &#039;&#039;Pinning&#039;&#039; to the shooting attacks of his unit, provided they cause at least one unsaved wound. Extra Shooting Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Ever-vigilant:&#039;&#039;&#039; Warlord&#039;s unit uses his Initiative + 1 instead of the lowest Initiative in the unit when running. Extra Movement Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Legate:&#039;&#039;&#039; Restricted to a Leman Russ Command Tank upgraded with Combat Doctrines if using an Armoured Fist Pattern Cohort. The model gains a 5+ Invulnerable Save and +1 BS (taking it to 5).&lt;br /&gt;
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==Special Rules==&lt;br /&gt;
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* &#039;&#039;&#039;Close-Order Sub-Type:&#039;&#039;&#039; One of the key ways the army functions. The entire squad now has a unit coherency range of 1&amp;quot;, cannot Run or Sweep, but they can move up to half their movement speed and still be able to shoot any Heavy weapons as if they stood still.&lt;br /&gt;
**It&#039;s most notably found on your Troops and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris Tercios, so keep that in mind; they still can&#039;t Run because they&#039;re &#039;&#039;Heavy&#039;&#039;, but they can spread out to avoid Blasts/Templates and &#039;&#039;&#039;can&#039;&#039;&#039; Sweep after winning combat.&lt;br /&gt;
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*&#039;&#039;&#039;Tercio &amp;amp; being &amp;quot;In Formation&amp;quot;:&#039;&#039;&#039; The &#039;&#039;Tercio&#039;&#039; special rule is the other key way the army functions, basically allowing you to group multiple units in a single FOC slot. When units belonging to the same Tercio/slot are within 3&amp;quot; of each other, they are considered to be &amp;quot;In Formation&amp;quot;. Being &amp;quot;In Formation&amp;quot; gives your troopers benefits such as being able to React in the same way during a Reaction that requires Shooting or Movement, and other things depending on your Cohort Doctrine.&lt;br /&gt;
**In essence, this is the Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board); this gives you the &#039;&#039;&#039;WALL OF GUNS&#039;&#039;&#039; as an Overwatch weapon.&lt;br /&gt;
**Note the wording of this special rule says you only have to be with 3&amp;quot; of another unit of the same tercio, not &#039;&#039;&#039;all&#039;&#039;&#039; units of the same tercio. This means you can spread your 3 unit tercio out by &amp;quot;anchoring&amp;quot; a unit on each flank with one in the center/behind them both. Or with the Ultramar Pattern Cohorts can actually operate a single tercio as 3 pairs of two...without losing the ability to unload hell from all 6 if any of them is charged.&lt;br /&gt;
**Sadly, GW&#039;s nonsensical decision to remove Flamer Support Sections (and try to justify it by giving Veletaris options for Heavy Flamers now) means you can&#039;t add some fiery special effects to the laser light show.&lt;br /&gt;
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===Cohort Doctrines===&lt;br /&gt;
The best bit of the older Militia rules applied to the Solar Auxilia, to the point it deserves a section of its own. There are eight options to pick from, which are unlocked either by a model with the &#039;&#039;Cohort Doctrines&#039;&#039; special rule, or a model without the rule upgraded to have it via a specific Cohort Doctrine.&lt;br /&gt;
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&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The regiments that most resemble those of the early Great Crusade, such as the 1st to 10th &#039;Saturnyne Rams&#039;, and the cohorts based upon them. These favour an older, more elite style of warfare, [[Stormtrooper|very focused on aerial insertions and boarding actions]]. This is the elite option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Veletaris Tercios may be taken as Troops choices. The boys are fucking back!&lt;br /&gt;
**Due to the disappearance of the Flamer Section from the Auxilia Infantry Tercio, using this Doctrine and taking Heavy Flamers on your Veletaris Vanguard Section is now the only way to get massed Flamers from Troops.&lt;br /&gt;
**Indirectly lets you take lots of Charonite Ogryn Sections, as there&#039;s literally nothing else in your Elites slots. Is that a good idea? That&#039;s another matter.&lt;br /&gt;
*All units in an Auxilia Veletaris Tercio can take Arvus Transports as Dedicated Transports.&lt;br /&gt;
**Provides an interesting alternative deployment method for your Veletaris; namely, Deep Striking in their flying transport. That said, it&#039;s extremely frail and will die to any sort of &#039;&#039;&#039;Interceptor&#039;&#039;&#039; fire, so think carefully.&lt;br /&gt;
*All Auxilia Veletaris Tercios taken as Troop choices gain &#039;&#039;Line&#039;&#039;, enabling you to skip Auxilia Infantry Tercios altogether and build a crack close-quarters infantry core. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The Detachment cannot take more than one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio.&lt;br /&gt;
**This doesn&#039;t stop you from bringing some allies with tanks and artillery, assuming the nine Leman Russes in the Auxilia Armoured Tercio aren&#039;t enough. Likewise, the Auxilia Artillery Tercio allows up to nine Rapier Carriers, so this should not be a problem. Moreover, you can always take non-Tercio units, as your Heavy Support slots aren&#039;t actually restricted. Want more Leman Russes? Here, take a squadron of Malcadors instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ultramar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
A new formation meant to tackle the evolution of battle in the late Great Crusade, pioneered by none of other than [[Roboute Guilliman]], proving himself [[spiritual liege|once again the master of all of the myriad disciplines of war]]. These are cohorts like the 255th Calth &#039;High Guard&#039; and the 204th Manachean Cohort. The massed infantry option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Infantry Tercios (referred to in this Doctrine as Auxilia Rifle Tercios, at least according to their Tercio Organisation Chart) can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; Rifle Sections]]. Considering you had 6 Troops slots, could take up to 3 Rifle Sections in each Infantry Tercio to begin with, and had no special weapons units, this is not truly necessary.&lt;br /&gt;
**There is one benefit to this, however. [[Dakka|It lets you react with 6 Rifle Sections worth of fire]] and 120 S6 shots are enough to kill a maxed squad of Tacticals/Despoilers or even a 5 man squad of Terminators.&lt;br /&gt;
*Rifle Sections and Line Command Sections gain +1 To Hit during Shooting Attacks when all models in the unit are in base contact with at least one other model from the same unit.&lt;br /&gt;
**A mirror to the old Close Formation Fighting of 1.0, except holding hands buffs your shooting instead of your melee now. This can be difficult to use; it&#039;s kind of the whole point of taking the Doctrine, but using it is basically inviting your opponent to unload all of his Blasts/Templates on you. Since there&#039;s otherwise no FOC limitations, consider taking some Valdors to shut enemy artillery up with &#039;&#039;Shock Pulse&#039;&#039; so that your infantry can form up in peace. &lt;br /&gt;
**Alternatively, you&#039;re not required to [[Warhammer Fantasy|actually form up in a square]]; take a leaf from the Napoleonic British by forming thin lines so you can still be extremely annoying to hit with Blast/Template weapons, while most of the unit will probably still be in range because Lasrifles have a 30&amp;quot; range in a game where everyone else&#039;s basic infantry weapons have a 24&amp;quot; range or less... or you can just field your Rifle Section models in pairs or trios, then space these out as normal. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Rifle Sections and Line Command Sections cannot take any Dedicated Transports. This can be problematic for the purposes of taking objectives, as the &#039;&#039;Close-order&#039;&#039; sub-type prevents Running and you have reduced Initiative for Movement Reactions. Be prepared to use Aurox-mounted Tactical Command Sections with Cohorts Vexilla to take objectives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reborn Cohorts&amp;quot;&amp;gt; &lt;br /&gt;
Recently disbanded regiments whose veterans, upon hearing of the Heresy, decided to come out of retirement to kick some ass. While a bit more grizzled, those years have clearly taken their toll on the soldiers. The most famous example is Agathon&#039;s 1522nd Cohort, better known as &#039;The Lord Marshal&#039;s Own&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units in the Detachment gain +1 to their Leadership and the &#039;&#039;Stubborn&#039;&#039; rule.&lt;br /&gt;
*If a unit has not moved, it may re-roll To Hit rolls of 1 when shooting.&lt;br /&gt;
**Re-rolling 1s is not as good as gaining +1 To Hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The ten Plasma/Melta weapons your HQ Sections get? Re-roll 1s. Gravis Lascannon Leman Russ? Re-roll 1s. Valdor? &#039;&#039;&#039;Re-roll 1s.&#039;&#039;&#039; Your Rifle Sections and Heavy Support choices all have good range, so standing still should not be a problem. You&#039;re also assumed as being stationary for the purposes of shooting during Reactions, so you get improved &#039;&#039;&#039;Return Fire&#039;&#039;&#039; and &#039;&#039;&#039;Overwatch&#039;&#039;&#039;, which you&#039;re already very good at because your infantry come in Tercios. Re-rolling 1s To Hit also makes &#039;&#039;Gets Hot&#039;&#039; a very minute concern, so Plasma weapons/Valdors basically don&#039;t blow themselves up anymore. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The Detachment cannot take more than a single Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. See the Solar Pattern tab for comments. &lt;br /&gt;
*Infantry units are considered to have Initiative 1 for the purposes of making Reactions, Running and Sweeping Advances. They also reduce their Initiative by 1 when determining the order of attack during the Assault phase.&lt;br /&gt;
**Not as bad as it sounds, as -1I does absolutely nothing to hinder your shooting and shooting Reactions, which is where you do your damage. Melee Veletaris units also have &#039;&#039;Unwieldy&#039;&#039; and &#039;&#039;Heavy&#039;&#039; to begin with, so the only downside is I1 for Sweeping Advances and movement Reactions, while Rifle Sections are I3 and hit after MEQs anyway. It &#039;&#039;will&#039;&#039; affect any melee-oriented Tactical Command Tercio sections you take, but why are you building them for melee when you can get re-rolls on your ranged special weapons?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Regiments that recruit from savage worlds or barbaric cultures, resulting in fearsome but overly aggressive troopers akin to the 142th &#039;Cthonian Headhunters&#039; or 905th &#039;Ash Scorpions&#039; from [[Flame Falcons|Lethe]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Any unit made purely of infantry models may purchase &#039;&#039;Fear (1)&#039;&#039; for +25pts. This is regardless of size, so bulk up those squad size numbers.&lt;br /&gt;
**Functions well with needle pistol spam, as you increase the chance of enemies failing the &#039;&#039;Pinning&#039;&#039; check.&lt;br /&gt;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being &amp;quot;In Formation&amp;quot;. This encourages you to cram as many models as possible into each Tercio. It also mitigates the impact of being forced to Charge; even if you fail and get Charged instead, you still get your +1A. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You must Charge as soon as you are given the chance. So much for the famed Saturnyne Ordo&#039;s discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent Charging. The &#039;&#039;Close-order&#039;&#039; sub-type allows Charging after firing Heavy/Rapid Fire weapons, so your infantry can effectively always Charge and therefore must Charge. Better get them melee weapon upgrades.&lt;br /&gt;
*Loyalist armies can&#039;t handle the tribal drip (read: skulls on ropes and tribal tattoos on the armour) and treat Feral Pattern Cohorts as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;, regardless of what the Allies Matrix says. No word on Custodes/Sisters of Silence, who, as Agents of the Emperor, are &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with all Loyalist armies and do not appear on the Matrix at all; also, this being Loyalist only makes [[Ultramarines|more]] [[Night Lords|sense]] for allies with some Legions than [[Space Wolves|some]] [[Emperor&#039;s Children|others]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoured Fist Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Achtung Panzer!&#039;&#039;&#039; This Cohort Doctrine is built around tanks and multiple Solar Auxilia armies were fielded like this during the Heresy, as the tanks helped level the playing field when facing off against the Legiones Astartes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios may be taken as non-Compulsory Troops, but each can only be made up of a single Leman Russ Strike Squadron. &lt;br /&gt;
*A single Leman Russ Command Tank must be selected as the Warlord, locking out any HQ choice that outranks him. The Command Tank gains the &#039;&#039;Armoured Legate&#039;&#039; Warlord trait, granting him +1 BS and 5++, and &#039;&#039;Cohort Doctrines&#039;&#039;, allowing you to skip taking a Legate Marshal.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units must begin the game Embarked in transports or in Reserves. You need your Rifle Sections to take objectives, but they&#039;re far too slow to reach objectives while footslogging in from Reserves and Dracosans are too expensive to give to every squad, so expect to field squads of 10 guys in an Aurox. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Penal Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia was meant to be the elite of the [[Imperial Army]], but that didn&#039;t stop governors and Excertus officers from cutting corners in both budget and recruitment. This resulted in less cohesive cohorts, who nevertheless managed to give exemplary service on many occasions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Models in Rifle Sections gain &#039;&#039;Feel No Pain (6+)&#039;&#039; and, along with all models with the &#039;&#039;Tercio&#039;&#039; rule, gain &#039;&#039;Furious Charge (1)&#039;&#039;. This puts you up to Space Marine strength on the Charge, while &#039;&#039;Feel No Pain (6+)&#039;&#039; means you can skip Medicae on your grunts. However, you&#039;re still T3 and will suffer ID from everything that is Power Maul-level and up, so watch out. &lt;br /&gt;
*Any model can replace their lasrifle or volkite charger with a variety of S3 AP- weapons for free: autorifle/lasgun (24&amp;quot; Rapid Fire), lascarbine (18&amp;quot; Assault 2 AP6), shotguns (12&amp;quot; Assault 2 &#039;&#039;Concussive (1)&#039;&#039;) or stubcarbines (12&amp;quot; Assault 3). In addition, one Auxilia in any Rifle Section may take instead a heavy stubber for +5 points per model. The stubcarbine actually does more damage when in range than the lasrifle, the shotgun can level the playing field for Rifle Sections against MEQs in melee, and there are reasons below as to why you&#039;d replace the lasrifle with the nominally inferior lasgun or lascarbine. &lt;br /&gt;
**Swapping out your Veletaris Tercio&#039;s volkite chargers is almost always as stupid as it sounds, as the charger outperforms everything on the list damage-wise by a country mile. The only case it may work is dropping them for a mix of shotguns and storm axes to dump &#039;&#039;Concussive (1)&#039;&#039; on an enemy unit before the Charge. Think carefully about this, however; regular Rifle Sections can take shotguns as well, so it might be way smarter to have one of them support a pure storm axe Veletaris Section.&lt;br /&gt;
**Bayonets only come on lasrifles, so you cannot combine your &#039;&#039;Furious Charge (1)&#039;&#039; with bayonets for S5 if you&#039;ve taken replacement weapons. It makes zero sense for autoguns and lasguns to not get them, but it is what it is. &lt;br /&gt;
**You only need to take enough shotguns to cause a wound (saved or otherwise!) in order to trigger &#039;&#039;Concussive (1)&#039;&#039;. Against MEQs, this means you need 6 shots (1/2 chance to hit on BS3, 1/3 chance to wound T4 with the S3 shotgun) and therefore a minimum of 3 shotgun models (Assault 2). While you can take a couple of extra shotguns in case the dice don&#039;t go your way or the shotgun models get sniped, you should otherwise simply take stubcarbines for extra firepower. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All your units lose the &#039;&#039;Close-Order&#039;&#039; sub-type. Enjoy the extra coherency range and say goodbye to your heavy guns.&lt;br /&gt;
**Your infantry are basically back to being the [[Imperial Guard]]. Losing the &#039;&#039;Close-order&#039;&#039; sub-type means you cannot move and fire Heavy weapons like lasrifles, so get your mobility back by taking Rapid Fire/Assault weapons. However, if you&#039;ve taken a heavy stubber, you can&#039;t move and shoot anyway, so keep the lasrifles in that case.&lt;br /&gt;
**Not actually a con for your HQ Tercios, as they don&#039;t use Heavy weapons anyway and don&#039;t want to Charge. Regaining the ability to Run can actually be very helpful for full squads of Plasma/Melta that need to get into range.&lt;br /&gt;
*You can only take one Auxilia Veletaris Tercio. Not much of a drawback, as one Tercio is 3 units. If you still don&#039;t have enough short ranged firepower/melee, take Tactical Command Tercios.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Siege Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
These are the Solar Auxilia cohorts that clearly spent too much time around the [[Iron Warriors]]. These guys gained an affinity for siegecraft and bringing a bucketload of heavy artillery to rain hell upon their opponent. After all, a battery of field artillery is worth a thousand lasrifles.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios and Auxilia Artillery Tercios can be taken as both Heavy Support and Elites choices. Can actually be useful, as the Solar Auxilia Elites units aren&#039;t very good barring Veletaris (which come in Tercios anyway), while allowing you to spam the big guns you need to take out Dreadnoughts and the like.&lt;br /&gt;
*You can re-roll the Scatter direction die when firing &#039;&#039;Blast&#039;&#039; and &#039;&#039;Barrage&#039;&#039; weapons.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You MUST purchase Dedicated Transports for every unit. You don&#039;t need to start the game in said transports, but that sorta defeats the purpose of having to pay for them. You want to rain hell as you advance? Mechanize. Like Armoured Fist, this means taking small infantry units or taking Dracosans.&lt;br /&gt;
**This means no Charonite Ogryn Sections, as they cannot take DTs. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Because Forge World loves to cram battle-automata wherever they can, and we&#039;re not here to complain.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Castellax Battle-automata Maniples and Thallax Cohorts can be taken as Elites choices.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you can keep the bots under control. Additionally, the Legate Marshal gains &#039;&#039;Master of Automata&#039;&#039; to keep with the bots.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You can only take one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. Not a big downside considering how much you can cram into a single Tercio of any type.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear of the Solar Auxilia==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charnabal Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Duelling weapons that rely on speed and precision over brute strength. A few more of these have been added in 2.0, but they all follow the same general theme of relying on &#039;&#039;Breaching&#039;&#039; instead of normal AP, but gaining initiative in challenges. A surprising number of Solar Auxilia units can take these weapons, with varying degrees of usefulness.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Sabre:&#039;&#039;&#039; The standard Charnabal weapon, with S-User, &#039;&#039;Breaching (5+)&#039;&#039; and &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;. The option that will inflict the least wounds due to having no strength bonus, but strangely the one that will inflict the most AP2 wounds due to having a better version of &#039;&#039;Breaching&#039;&#039; than the Tabar and having more attacks than the Glaive. Because your men are Strength 3, you will only wound MEQs on a 5+ anyway, making it practically an AP2 weapon at base. However, this also means it scales terribly with bonus strength (Biomancy, &#039;&#039;Furious Charge&#039;&#039;) and cannot threaten &amp;gt;T5 targets. For Dreadnought/Automata combat, look at the Power Weapons list.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Tabar:&#039;&#039;&#039; Yeah, I didn&#039;t know what a Tabar is either (it&#039;s a Persian battle axe of yore), and the Charnabal version isn&#039;t too much to write home about. It is a little bit worse than the Sabre as it has the same &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;, and only has &#039;&#039;Breaching (6+)&#039;&#039; in exchange for S+2, which is kind of meh when compared to some Power Weapons. Going up to Strength 5 could help you wound tougher enemies, but those wounds will most likely just bounce off their armour due to the inferior &#039;&#039;Breaching&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Glaive:&#039;&#039;&#039; &#039;&#039;Duellist&#039;s Edge (2)&#039;&#039;, &#039;&#039;Breaching (5+)&#039;&#039;, S+1, &#039;&#039;Two-handed&#039;&#039;. Hitting before most MEQs is nice, but is it worth giving up chances to trigger &#039;&#039;Breaching&#039;&#039; by losing your +1 attack from having 2 weapons?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The high AP combat weapons that are slower than Charnabal Weapons, but offer more killing power.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; The standard AP3 power weapon, but now it comes with &#039;&#039;Rending (6+)&#039;&#039; so you can actually cut through Artificer armour. It&#039;s not reliable, but a buff is a buff. Generally not worth it for the Solar Auxilia, as the Charnabal Sabre outperforms it against most MEQs and TEQs. It is better against Dreadnoughts and Automata, but why would you ever try to fight those in melee?&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; The same old S+1 AP2 &#039;&#039;Unwieldy&#039;&#039; weapon. Your strength 3 wasn&#039;t going to ID any MEQs anyway, so this could be a budget alternative to the Power Fist. Your low strength also makes the Axe inferior to the Sword when fighting everything above T4 (same wounding and AP, but Sword is not &#039;&#039;Unwieldy&#039;&#039;), so take the Sword if you expect to fight Dreadnoughts and the like. That said, it is worth considering if you have strength buffs from allied Biomancy Psykers and/or &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine, meaning you can for once wound more than Charnabal Sabre/Power Sword.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; Got a very nice buff as it is still S+2, but now it is also AP3 so it can actually kill marines rather than bouncing off their armour. Also decent against Automata, as you wound them reliably. &lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Also received a very helpful buff in the new edition. They are now S+1, AP3 standard and include the &#039;&#039;Reach (1)&#039;&#039; special rule, making it more consistent and actually useful after a charge. This allows your HQ sections to &#039;&#039;&#039;a.&#039;&#039;&#039; get to S4 and wound MEQs on a 4+ and &#039;&#039;&#039;b.&#039;&#039;&#039; hit before MEQs, which is very nice indeed.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2, AP2 and &#039;&#039;Unwieldy&#039;&#039;, the Power Fist is unable to ID MEQs due to your reduced strength, but it does allow your men to wound MEQs on a 2+ and gives you a better chance against Dreadnoughts and Automata. Has &#039;&#039;Specialist Weapon&#039;&#039; unlike everything else on the list; as none of your models can take 2 &#039;&#039;Specialist Weapons&#039;&#039;, this means you cannot get extra attacks. &lt;br /&gt;
**You can get back to S8 and ID MEQs by adding Biomancy (read: allied Librarian) and &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine to your original S6 attack. The HQ officers who can take this are all at least A3 and can go to WS5, so they&#039;re actually able to make good use of the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Melee Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The weapons that don&#039;t fit into the other categories.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; A 1 point upgrade to give your men +1S to all melee attacks, but it has &#039;&#039;Two-handed&#039;&#039;, meaning you don&#039;t get extra attacks for having a second close combat weapon/pistol. You don&#039;t care about that because literally every model in the list that can get CCW/pistol is required to give up their Lasrifle for it, meaning everyone that could get bayonets will not have 2 melee weapons anyway. Gives your rifle sections the ability to wound marines on a 4+, or better if you take the right Combat Doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The standard S-User, AP- chain weapon, but now it has &#039;&#039;Shred&#039;&#039;. Only available to Companions in the Command Tercio, and at [[wat|5 points each]] they&#039;re absolutely not worth it. &lt;br /&gt;
*&#039;&#039;&#039;Charonite Claws:&#039;&#039;&#039; The weapon of choice for your Ogryns. S7 AP3 &#039;&#039;Two-Handed&#039;&#039; and [[fail|Rending (6+)]]. A step down from the old rules, but still your best bet for fighting Automata in melee. Unfortunately, &#039;&#039;Furious Charge&#039;&#039; doesn&#039;t work on it as a fixed strength weapon.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; A completely different weapon from 1.0. Instead of being a 5&amp;quot; S10 AP2 pie plate of doom capable of destroying everything under it, it&#039;s now S12 AP3 3&amp;quot; &#039;&#039;Sunder Brutal (3) Rending (6+)&#039;&#039;. It won&#039;t do anything against Dreadnoughts due to being AP3, but it&#039;s an excellent anti-Automata weapon, as it wounds easily, causes lots of wounds and ignores armour. Also useful in a pinch as anti-vehicle, as S12 &#039;&#039;Sunder&#039;&#039; will more or less guarantee penetration.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Cannon:&#039;&#039;&#039; 240&amp;quot; S9 Ordnance 1 is decent enough against vehicles, but being AP4 instead of AP3 makes it basically worthless against MEQs and &#039;&#039;Shred/Pinning&#039;&#039; simply doesn&#039;t do enough to compensate for it regardless of 5&amp;quot; blast. Can be useful against non-Space Marine armies, but is that really a selling point in the Space Marine civil war game?&lt;br /&gt;
*&#039;&#039;&#039;Medusa Mortar:&#039;&#039;&#039; The old TEQ killing king has seen a very unfortunate nerf. It&#039;s the same as above, except with 36&amp;quot; and &#039;&#039;Rending (6+)&#039;&#039; instead of &#039;&#039;Shred&#039;&#039;. Much too expensive as self-propelled artillery in Heavy Support, while too short-ranged to be stationary artillery in Fortifications. Pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; Widely available as sponson/hull mounts on tanks. Has gained &#039;&#039;Rending (6+)&#039;&#039; for improved performance in general, but remember that it&#039;s &#039;&#039;&#039;not&#039;&#039;&#039; a Defensive Weapon because it&#039;s S7, so it must fire on whatever the main cannon is shooting unless you have other special rules. This generally isn&#039;t a problem because the autocannon can do literally anything serviceably, but you can get actual Defensive weapons if you want emergency anti-infantry, while you should have taken a Lascannon if you wanted heavy duty anti-vehicle. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; A literal modern day HMG. Widely available as a pintle mount on all of your vehicles, as you don&#039;t get combi-bolters. 3 shots of S4 AP6 really isn&#039;t much, but it&#039;s only 5 points so you&#039;ll make your points back if you kill just 1 guy. Also a Defensive weapon due to being &amp;lt;S7, so it can act as point defence and fire independently of your main guns. Not bad to be honest.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Nerfed into the ground because people were complaining about low AP pie plates making massed infantry unplayable. Instead of the previous MEQ-murdering S8 AP3 5&amp;quot; blast, now a S8 AP4 3&amp;quot; blast. The blast is too small to be useful against infantry, while against everything else it is far outperformed by its brother...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Battle Cannon:&#039;&#039;&#039; Lost &#039;&#039;Armourbane&#039;&#039;, but is now 2-shot and has &#039;&#039;Brutal (2)&#039;&#039;. An excellent anti-Dreadnought weapon, as you can wound reliably, cause multiple hits and then cause multiple wounds. Also gained &#039;&#039;Sunder&#039;&#039;, so still very good against vehicles.&lt;br /&gt;
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&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter&#039;&#039;&#039;: The Space Marine standard 24&amp;quot; S4 AP5 Rapid Fire weapon. Everyone who can take one can also take a Minor combi-weapon, which is objectively superior. Take those instead.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; Usually available as hull mounts on tanks. As far as a stock weapon goes, 36&amp;quot; Heavy 4 S5 AP4 really isn&#039;t bad, and is arguably better than the Multi-laser you usually get instead in this army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combi-Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Half a Bolter, half another gun. There are two categories of Combi-Weapons, with Magna only getting one shot with their alternate gun, and Minor getting to fire multiple times. It&#039;s definitely worth mentioning that Combi-Weapons can fire BOTH primary and secondary weapons without requiring the &#039;&#039;Firing Protocols (X)&#039;&#039; rule. Squads armed with them are able to throw out a surprising volume of firepower. All of the models that can take this are BS4, so you&#039;re as likely to get what you paid for as you would on Space Marines. &lt;br /&gt;
*&#039;&#039;&#039;Minor Combi-Weapons:&#039;&#039;&#039;: Flamers, Volkite Chargers, and Grenade Launchers. Grenade Launchers seem to be the standout pick, but the Strength of these weapons has dropped to 5 on the Krak profile, and resolving lots of weak Blast (3&amp;quot;) shots in a turn with the Frag profile means they&#039;re a pain to play. Of course, the combi-Flamer reigns supreme against hordes. &lt;br /&gt;
**The Grenade Launcher is always inferior to the Volkite Charger in terms of damage. 1 shot at S5 AP4 is worse than 2 shots of S5 AP5 &#039;&#039;Deflagrate&#039;&#039; against any opponent, while the potential to make lots of hits using the frag grenade is also the same anti-light infantry specialisation as the Volkite Charger. The Frag&#039;s &#039;&#039;Pinning&#039;&#039; and either option&#039;s 24&amp;quot; can be useful, but taking the combi-Volkite is generally better.&lt;br /&gt;
**These are not generally good ideas. Minor Combi-Weapons are anti-light infantry weapons, but you should already have enough of that between your Rifle and Veletaris sections. Don&#039;t throw away your only source of Plasma/Melta to do something the rest of your army is already doing.&lt;br /&gt;
**&#039;&#039;&#039;Magna Combi-Weapons:&#039;&#039;&#039;: Meltaguns and Plasma Guns. Not generally a good idea, as everyone who can take these can also take actual Plasma/Melta weapons at a similar price. If you want special weapons, take the actual special weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Template weapons, meaning they don&#039;t test on BS and instead auto-hit everyone under the teardrop. &lt;br /&gt;
*&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Very nice at 2 points for the same S3 as the Laspistol, except with a lot more hits. However, has the same problem as all of the pistol upgrades in that it replaces the stock longarm the unit gets. &lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; A moment of respect for the vanished Flamer Section here. Instead, Flamers are now only available to HQ Tercio Sections. Do not take them as standalone weapons under any circumstance, as a combi-version is available at the same price. Otherwise a decent weapon, as S4 AP5 template can cause a lot of wounds and force failed saves.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; S5 AP4, and is therefore extremely deadly against anything weaker than an MEQ and can cause enough hits to force failed saves even against them. That said, it&#039;s mostly available as a sponson/pintle mount on your vehicles, most of which do not want to be in flamer range to begin with. Also an alternate choice for Veletaris Vanguard Sections instead of their Rotor Cannons, in case you prefer actually killing people instead of Pinning them. Is a Defensive weapon on vehicles due to being &amp;lt;S7, so it can torch nearby infantry while the main gun shoots something else.&lt;br /&gt;
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&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; Same old S3 AP- Pistol. Don&#039;t expect to see this a lot, as only your sergeants get it and they will almost always get to choose their unit&#039;s normal gun instead, or can take better pistols like...&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; The Hellpistols of the 31st Millennium. Actually very powerful weapons at S6 AP4 Pistol 2 (stronger than a Volkite Charger!), but only available to HQ sections (where it competes directly with special weapons) and unit sergeants, where its 9&amp;quot; range can be troublesome when the rest of the squad has 15&amp;quot; or 30&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Lasrifle:&#039;&#039;&#039; The mainstays of the Solar Auxilia. Unlike last edition, these have all the attachments stock and thus have two different settings to use. Volley is your classic lasgun-like with 30&amp;quot; Heavy 2 S3 AP6. Blast Charger gives you the high-power punch with 18&amp;quot; Heavy 1 S6 AP4.&lt;br /&gt;
**The Blast Charger should be used at every opportunity. It inflicts ID on T3 models (denying &#039;&#039;Feel No Pain&#039;&#039;), offsets being 1-shot by having more than twice the probability to wound T4/5 targets compared to the standard shot, and can actually wound T6 and above. There are very few circumstances where Volley Fire will do more damage.&lt;br /&gt;
**That range will be a necessity, as the &#039;&#039;Close-Order&#039;&#039; sub-type severely hampers the mobility of the men carrying them. That said, &#039;&#039;Close-order&#039;&#039; also lets you at least move somewhat while firing the Lasrifle.&lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; &amp;quot;What if I tied 3 Blast Charger rifles together?&amp;quot; You get this. 3 shots of S6 AP6, available by the bucketload on your vehicles. You don&#039;t really get Heavy Bolters, so it will have to be this for anti-light infantry. Is a Defensive Weapon on vehicles due to being &amp;lt;S7, so don&#039;t be too worried if the main gun is an anti-tank weapon.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; &amp;quot;What if my Multi-laser fired one big shot instead?&amp;quot; Good old 48&amp;quot; S9 AP2, except it has gained &#039;&#039;Sunder&#039;&#039; for improved penetration rolls. Also an instrument for killing the much-improved Terminators and Dreadnoughts in this edition, as you need the S9 to ID 2W TEQs now and Dreadnoughts are now pseudo-Monstrous Creatures with 2+/5++.&lt;br /&gt;
*&#039;&#039;&#039;Gravis lascannon:&#039;&#039;&#039; 2 of the above, so you get 2 shots.&lt;br /&gt;
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&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Your only source of Melta weapons in the list except for the Legate Marshal, available to your HQ Tercio Sections. The customary Assault 1 S8 AP1 &#039;&#039;Armourbane (Melta)&#039;&#039; weapon capable of melting TEQ and vehicle alike, but its 12&amp;quot; range can be very limiting. The squads which have this all have &#039;&#039;Close-order&#039;&#039;, preventing you from running into range, while it being an Assault weapon receives no benefit from the unit subtype. If you&#039;re taking a full squad of these, get a transport. &lt;br /&gt;
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&#039;&#039;&#039;Needle Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; Yet another pistol upgrade for your characters, with all of the problems it implies by dint of not being a standard ranged weapon. It&#039;s a different flavour to the Blast Pistol in that they&#039;re both 2-shot weapons that wound easily, but this one uses &#039;&#039;Poison&#039;&#039; instead of high strength. You&#039;re not likely to get &#039;&#039;Pinning&#039;&#039; either; you&#039;ll likely cause a wound, but you don&#039;t normally get any leadership debuffs to the test. &lt;br /&gt;
**However, it can be an interesting choice if you&#039;re set on abusing Tercio mechanics. You can potentially cause multiple &#039;&#039;Pinning&#039;&#039; tests by having characters from multiple sections use this weapon on Reactions, cancelling a charge and leaving the enemy Pinned in the middle of your gunline. Works particularly well if you have &#039;&#039;Fear&#039;&#039; from Feral Pattern Cohort.&lt;br /&gt;
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&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Generally weapons with S7 AP4 &#039;&#039;Breaching (4+) Gets Hot!&#039;&#039;. Your models generally have 4+ saves, which means they do NOT get their armour save against &#039;&#039;Gets Hot!&#039;&#039; this edition. However, all infantry models who can get one of these (except for Lasrifle Section sergeants and Medicae) have an Invulnerable save, can upgrade their armour, or both, so it&#039;s not that bad. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Actually reasonably priced at 5 points, but it has the same problem as the Blast Pistol; if you have one in the first place, you&#039;ve given up your rifle, which is just a bad idea in principle. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire available to your HQ Tercio Sections and is a decent choice for killing MEQs. However, TEQs having 2W now means you&#039;ll need a lot more shots to take them out. Faces stiff competition from the Meltagun, which while being 1-shot can ID TEQs and ignore their armour. That said, neither weapon can  ID Custodes/Dreadnoughts/Automata anyway, while the Plasma Gun could already ID T3 models, so the Plasma Gun&#039;s 12&amp;quot; extra range and extra shot within 12&amp;quot; can give it the advantage against non-Marine opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volkite Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
*&#039;&#039;&#039;Volkite Charger:&#039;&#039;&#039; The weapon that makes your Veletaris Tercios so fearsome at short range. Assault 2 S5 AP5 &#039;&#039;Deflagrate&#039;&#039; is already nice, but it becomes absolutely disgusting when it comes in squads of 20 and squads come in Tercios of 3. Space Marine Legions wish they could take so much firepower in one slot. Also available on your HQ Tercio Sections, but they have even better choices, so look elsewhere. 15&amp;quot; can be limiting when everyone who can take them is &#039;&#039;Heavy&#039;&#039; or &#039;&#039;Close-order&#039;&#039;, and thus cannot Run into range; your units are cheap and large enough to make a few casualties acceptable, but think about transports, Deep Striking and the like.  &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;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Comes with Krak (S5 AP4) and Frag (S3 AP6 &#039;&#039;Pinning&#039;&#039;) munitions and only available on your HQ Tercio Sections. Never take this as a standalone weapon, as the said Sections can take a combi-version of it at the same price and they have better options in any case.&lt;br /&gt;
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===Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Void Armour:&#039;&#039;&#039; Space Carapace armour that gives a 4+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Void Armour:&#039;&#039;&#039; Void armour that also has the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Void Armour:&#039;&#039;&#039; Power armour, as it gives the wearer as 3+ save and the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Vexilla:&#039;&#039;&#039; The basic one. +1 to combat resolution and stop your voidsmen from running off the table.&lt;br /&gt;
*&#039;&#039;&#039;Command Vox:&#039;&#039;&#039; The master vox. Any unit with one can share their Leadership with any other unit that has a Vox Interlock or another one of these, allowing them to use the officer&#039;s decent leadership. Works from Reserve, so feel free to hide your Legate Marshal in a Line Command Section in Reserve to broadcast his Ld10 to your entire army.&lt;br /&gt;
**&#039;&#039;&#039;Vox Interlock:&#039;&#039;&#039; 1-way radio, allowing units to use the Leadership of anyone with a Command Vox. Useless without a Command Vox, so don&#039;t take 9 of these without actually having a squad with a Command Vox.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Legate Marshal:&#039;&#039;&#039; 85 points, 0-1 restriction, Infantry (Heavy, Character) - the old &amp;lt;s&amp;gt;Lord Marshal&amp;lt;/s&amp;gt; LORD MARSHAL upgrade gets their own entry. Comes with Laspistol, Close combat weapon, Heavy Void Armour (for a 3+ save), Refractor Field, and frag and krak grenades. Can upgrade their pistol to a Blast Pistol, Needle Pistol, Hand Flamer, Volkite Serpenta, Plasma Pistol, Inferno Pistol or Archaeotech Pistol. They may also upgrade their CCW to a Power Weapon, Charnabal Weapon, Thunder Hammer, Power Fist or Paragon Blade. Any one weapon may be &#039;&#039;Master-crafted&#039;&#039; for 10 points. They may swap their armour with Artificer (you may remove the Heavy Sub-Type if you do), they may take an Iron Halo, as well as a Cyber-Familiar and Melta Bombs [[What|(those are &#039;&#039;&#039;20&#039;&#039;&#039; points. 20!)]]. So you can give them a 2+ save and 3++ invuln, and with the way snipers work now you absolutely should. &#039;&#039;Battle-hardened (1)&#039;&#039; 2+/3++ 4W makes him basically impossible to kill without S8 AP2, but WS5 S3 means he won&#039;t be killing Praetors anytime soon. Also has &#039;&#039;Stubborn&#039;&#039; and COMBAT DOCTRINES.&lt;br /&gt;
**COMBAT DOCTRINES unlock special bonuses for your army - these are your Rites of War, but are much more characterful, telling us the origins of your Auxilia army - so you will be seeing a Legate Marshal in nearly every list. &lt;br /&gt;
**Always put this guy in a unit with a Command Vox. This lets everyone in the army with a Vox Interlock use his Ld10 for Morale checks and Pinning, which you&#039;ll need because your basic Auxilia trooper is Ld6 and their sergeants are Ld7-8.&lt;br /&gt;
**The Thunder Hammer is strangely costed at the same as the Power Fist for him, and thus only 5 points more than a regular Power Weapon. For that price, you&#039;re a legitimate threat to Legion Centurions and the like despite your inability to ID, as you still wound on 2+ and you can force failed Invulnerable saves with &#039;&#039;Brutal (2)&#039;&#039;. As he&#039;s literally the only model in the list that doesn&#039;t go splat to a Marine Power Maul, your opponent might just leave the S8 AP2 weapons at home, leaving you at an advantage. Moreover, you can conceivably stack strength buffs on him to get back to S8, which considering his insane saves makes him basically a Space Marine Praetor in close combat. The Paragon Blade is more iffy; as discussed on the Legion Tactica, Terminators being 2W makes the Paragon Blade a lot harder to justify against them and 1W 2+ save models are rare nowadays. However, it is the only chance he has to get &#039;&#039;Instant Death&#039;&#039; short of &#039;&#039;Furious Charge&#039;&#039; and Biomancy, so if you really want to risk your lynchpin character in a big flashy duel, the Paragon Blade is the best weapon to kill a praetor or named character.  &lt;br /&gt;
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*&#039;&#039;&#039;Auxilia Tactical Command Tercio:&#039;&#039;&#039; The most elite Tercio in the list, composed of 1-3 units, one of which &#039;&#039;must&#039;&#039; be the Tactical Command section. This is for your fancy custom elites and where you get your special weapons (Plasma, Melta, combi-weapons, etc.) as Veletaris and Lasrifle Sections have little to no choice in weapon upgrades. You can also take Power/Charnabal weapons, but this is not recommended as you could have taken Storm Axe Veletaris for that instead, whereas as aforementioned this is your only source of special weapons. Unlike Veletaris/Rifle Sections, your sections come 5-10 here. [[Awesome|The whole Tercio gets Refractor Fields for 5++]] and has 2W on everyone except for the officers, who are somehow even tougher. &lt;br /&gt;
**The officers strangely cannot wield Power/Charnabal weapons with upgraded pistols, as the option for upgraded pistols only appears after you replace his Lasrifle with Laspistol/CCW, which is mutually exclusive with the option to swap Lasrifle with Blast Pistol and Power/Charnabal weapons. If you want a pistol stronger than a Blast Pistol, the only melee weapon upgrade that can be paired with it is the Power Fist.&lt;br /&gt;
**&#039;&#039;&#039;1 Solar Auxilia Tactical Command Section:&#039;&#039;&#039; The big banner squad, and while said banner is by no means mandatory, refusing to take it should be paramount to admitting defeat. The squad consists of a Solar Auxilia Captain with 3A 3W [[What|(yes, he has more wounds than a Space Marine Centurion)]] and his four friends who have &#039;&#039;Stubborn&#039;&#039;. They all come with Refractor Fields, Void armour, Melta Bombs and Lasrifles, but they can be upgraded to take a series of much better weapons like Volkite Chargers, Power Weapons paired with Blast Pistols, Combi-weapons and a couple of special weapons. The Captain can take Heavy Void armour, and be further upgraded to a Marshal (same thing except WS5 A4). The four companions can take between them a Command Vox, a Augury Scanner and an Auxilia or Cohorts Vexilla (the only unit in the army), and the squad can add five more companions more for a squad of ten and some ablative wounds. In particular, the Cohorts Vexilla confers &#039;&#039;Line&#039;&#039; on the unit and lets everyone in 6&amp;quot; of the Vexilla have Ld9 for Morale/Pinning checks. That last part won&#039;t come up often due to Command Vox/Vox Interlock, but &#039;&#039;Line&#039;&#039; is always nice.&lt;br /&gt;
**&#039;&#039;&#039;0-2 Solar Auxilia Companion Section:&#039;&#039;&#039; A squad of five Companions from the Command section, but as their own squad and a WS5 Ld8 3A sergeant. They can be upped to a squad of 10 and they&#039;re pretty good since they are essentially Veletaris+. Have the same weapon options as the Command Section, so equip them accordingly. Strangely has a blanket option for combi-weapons at 5pts as opposed to different pricing for Magna and Minor combi-weapons, so you can RAW take Magna combi-weapons for that price. That said, it&#039;s still a bad option compared to taking an actual special weapon.&lt;br /&gt;
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*&#039;&#039;&#039;Davinite Lodge Priest&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; What a surprise, an actually new unit to just lump into Legacies! A Traitor-exclusive &#039;&#039;Support Squad&#039;&#039; HQ from the place where Horus nearly died and got corrupted, they cannot become the Warlord and their combat power is lacking, but they can be useful as a support psyker. Their single power allows them to restore a wound on a model, though it&#039;s useless for resurrecting dead troopers. This does, however, make them decent for supporting Ogryns and allied Veterans and Terminators.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expeditionary Navigator&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A second &#039;&#039;Support Squad&#039;&#039; HQ that&#039;s a Psyker, with their power being the Lidless Stare - an S2 template with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Force&#039;&#039; so you have a chance to actually harm guardsmen and MEQ. This is their only combat value, as they&#039;re unarmed in melee aside from their meager laspistol.&lt;br /&gt;
**Their more valuable use is the 12&amp;quot; bubble they project, forcing the enemy to roll 3d6 for scattering. While it won&#039;t actually stop them from arriving, it can help throw them further off the board and maybe even kill some if they scatter into terrain.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Veletaris Tercio:&#039;&#039;&#039; The elite stormtrooper analogues, all given BS/WS4 and reinforced void armour, including the &#039;&#039;Heavy&#039;&#039; sub-type to help resist templates and blasts. Section sergeants can all take heavy void armor, giving them a 3+ save. The entire Tercio besides the Vanguard Section gets Volkite Chargers as part of their standard loadout, which gives them a good means on handling MEQs. They also lack the &#039;&#039;Close-Order&#039;&#039; sub-type, making them less of a juicy target to burn alive with templates.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Command Section:&#039;&#039;&#039; Your classic command squad can replace all their guns for power weapons, but anyone with half a brain can recognize that this would be an extremely stupid idea as it gives up one of your greatest advantages in being a Tercio unless you brought that Vanguard Section to pin them down or you&#039;re building a melee Tercio. Veletaris have marine-tier WS4 I4, but 1A and no pistol, so think carefully about equipping this unit for melee. For ranged damage output, just take another Storm Section, who at the same price get 5 more dudes and can go up to 20.&lt;br /&gt;
**&#039;&#039;&#039;0-3 Solar Auxilia Veletaris Storm Section:&#039;&#039;&#039; The volkite gunlines, and you get quite a few of them at 8 points per model. You can replace their guns with Storm Axes so you aren&#039;t stuck with mere CCWs. Storm Axes are +2S AP2 &#039;&#039;Unwieldy&#039;&#039; [[Awesome|(so you&#039;re at WS4 S5 AP2 like Power Axe MEQs)]]; they&#039;re &#039;&#039;Two-handed&#039;&#039;, but you have no pistol/CCW so you don&#039;t care. Each Veletarii only has one attack, but they compensate with [[wat|Murderous Strike (6+)]], giving them a fighting chance against 2-wound TEQs and most characters. The main problem, of course, is whether it&#039;s bright to build a melee squad in this list to begin with, which depends on the Cohort Doctrine you have.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Vanguard Section:&#039;&#039;&#039; Rather than Volkite, these guys get to carry Rotor Cannons to pin anything you want your other forces to mow down. Of course, if you&#039;re dealing with hordes such as the Imperial Army or daemons, then you&#039;d be better suited by grabbing Heavy Flamers for an entire block of templates. Mixing and matching is a decent idea; &#039;&#039;Pinning&#039;&#039; tests on the same leadership as long as you cause at least 1 wound and you&#039;re therefore not incentivized to max out on Rotor Cannons, while the prohibition on friendly fire can make using 20 Heavy Flamers difficult. If you&#039;re spamming Rotor Cannons purely for firepower, just take a few Lasrifle Sections.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Medicae Section:&#039;&#039;&#039; Cheap as chips at 15 point a pop, but only &#039;&#039;Feel No Pain (6+)&#039;&#039;, because whoever wrote the rules hates you. But hey, you can take pistols (at reasonable prices for once) and actual close combat weapons like Charnabal/Power and Power Fists now! If you&#039;re taking any, be sure to give these to your Command Tercio squads; everyone who knows about Solar Auxilia will try to snipe the Command Vox operators, and you want additional protection for him. Having another layer of protection against &#039;&#039;Gets Hot!&#039;&#039; on any plasma weapons is just the cherry on the cake.&lt;br /&gt;
**Barring the Power Fist, the melee weapons are arguably worth it considering you can pair it with the pistol for a total of 3 attacks base. Yes, taking a melee upgrade and a pistol upgrade doubles the cost of the model, but double of basically nothing is still basically nothing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Surgeon-Primus Aevos Jovan:&#039;&#039;&#039; Has &#039;&#039;Bitter Duty&#039;&#039; which means that he doesn&#039;t get to join anyone anymore, which is perhaps for the best as he&#039;s &#039;&#039;Bulky(5)&#039;&#039; thanks to his auto-gurney. How does he stay protected then? He has a low-priority-target aura that prevents him from being targeted from further than 12&amp;quot; away, unless he shoots first. Within 12&amp;quot;, he gives -1Ld to everyone (friend or foe) because he&#039;s Victor Frankenstein in the 31st Millennium. &lt;br /&gt;
**Instead of conferring &#039;&#039;Feel No Pain&#039;&#039;, he now straight up makes your guys come back to life. Once a turn, you can roll a D6 for any friendly Infantry model that dies within 12&amp;quot; of him in Movement/Shooting Phases. On a 1 it comes back with 1 wound and dies at the end of your next turn while having +1S/T until then. On 2-5, it just comes back with 1 wound. On a 6 however, it comes back with [[Awesome|ALL WOUNDS]]. Legate Marshal got blasted by a Volcano Cannon? Just respawn him, no biggie. You can also take up to 3 Orderlies, which you can [[Grimdark|sacrifice to the Auto-Gurney]] to increase or decrease your roll by 1, in case you want to make sure your Legate Marshal/Ogryn/(insert important model) comes back. &lt;br /&gt;
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*&#039;&#039;&#039;Charonite Ogryn Section:&#039;&#039;&#039; They cost 40 pts per Ogryn, have S/T5, &#039;&#039;Rage (2), Hammer of Wrath (2), Feel No Pain (5+)&#039;&#039; and 4 attacks at S7 AP3 weapon with Rending (6+), what&#039;s not to like? Well, a lot, actually. First of all, at WS4 they aren&#039;t effective against dedicated Marine melee squads. Second, thanks to &#039;&#039;Bitter Duty&#039;&#039; your characters won&#039;t be joining them. Third, while they have a safety net of &#039;&#039;Death Frenzy&#039;&#039; (basically, if you fail a Morale check, remove one model and count that check as passed while getting +1 attack per model for the next turn for your trouble), their Ld of 6 will do jack shit against any other shenanigans with Ld. Oh, and the signature &#039;&#039;Instant Death&#039;&#039; on their claws was moved to the [[fail|1 attack Veletarii with Storm Axes]]. Their best use seems to be running them in front of the rest of the army as a speedbump; Marines with Sx2 weapons won&#039;t be able to ID these guys and have to chew through all three wounds on each Ogryn, buying some time for the rest of your army. They still come with no DT, but can be transported by Dracosans now.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Infantry Tercio:&#039;&#039;&#039; The bread and butter of your army, with most of your universal &#039;&#039;Line&#039;&#039; units. No longer includes Veletaris or Flamer sections (moved to Elites), nor Aegis Lines. No longer locked into sizes of 20, it makes your army marginally less expensive to collect as you may use leftover voidsmen from one unit to bulk up the numbers of another. However, the &#039;&#039;Close-Order&#039;&#039; sub-type makes these guys the most prone to being wiped out by pieplates and templates. You&#039;ve lost Flamer Sections, so it&#039;s full on Lasrifle spam. &lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Line Command Section:&#039;&#039;&#039; As the force leading your tercios, you&#039;ll be needing these guys behind the rest of your guns. A Command Vox will hardly do you wrong in keeping order in the squad as you&#039;re otherwise stuck relying on that mere Ld7 for everything.&lt;br /&gt;
**&#039;&#039;&#039;1-3 Solar Auxilia Rifle Section:&#039;&#039;&#039; The most budget force you get short of Imperialis Militia, at 60 points for 10 and 5pt/model thereafter. Each soldier carries a lasrifle, which actually have variable settings, with a lasgun-tier Volley that shoots twice each time and the heavy-power Blast Charger so you have the chance to wound marines with a single S6 shot. The Lasrifle is Heavy, but &#039;&#039;Close-order&#039;&#039; lets you move half your movement score and still shoot. If you&#039;re worried about melee and aren&#039;t facing against marines with Power Mauls that can paste them within seconds, then you might be okay with bayonets.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Dracosan Armoured Transport:&#039;&#039;&#039; Ol&#039; reliable Malcador chassis. Still the best looking vehicle in the range, still more expensive than most of the squads it carries, still not &#039;&#039;Superheavy&#039;&#039; or an &#039;&#039;Assault vehicle&#039;&#039;, still unavailable to Ogryns who need it the most. That being said, the new variety of squads of the squads have given the Dracosan a much needed flexibility in its use. With a transport capacity of 22, it can comfortably move around a deathstar unit, plus Marshal and medic. Has the choice of purchasing a Demolisher cannon for 50 points, at the expense of reducing it&#039;s transport capacity &#039;&#039;to&#039;&#039; 10 and not &#039;&#039;by&#039;&#039; 10, leaving it in a rather awkward spot for transporting smaller units. In addition, the Dracosan may also equip Flare Shields to make sure it gets its passengers into battle, as well as Hunter-Killers and pintle-mounted weapons.&lt;br /&gt;
*&#039;&#039;&#039;Aurox Transport:&#039;&#039;&#039; Your Rhino equivalent. Cheap as chips at only 30pts, maybe 40 after upgrades. Can only carry 10 models but since your basic lasrifle voidsman can move and shoot it is an appealing prospect for transport. Not much so for protection since its armor is paper-thin, but since Auxilia won&#039;t ever be carrying elite terminators or artificer-armoured units, it&#039;s not that big of a deal. These lil&#039; buggers aren&#039;t cheap in ca$h however, so whatever money you think you are saving by splitting your 20-man squads into MSU will soon evaporate if you&#039;re planning to mechanize.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Arvus Transport:&#039;&#039;&#039; A flying bus. No upgrade options at all. Leave it in the box.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Primaris-Lightning:&#039;&#039;&#039; Comes at 150 points, costs more than the Thunderbolt (it does have +4&amp;quot; M, but lacks the extra autocannons) for the sole reason of being able to take Kraken Penetrators you know and love - 36&amp;quot; S8 AP1 &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;One Use&#039;&#039;. However, since this edition is not Vehicle-friendly, their value has greatly diminished, and they lack &#039;&#039;Brutal&#039;&#039; to deal with Dreadnoughts. There are also Sunfury missiles, but they are hilariously bad.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Thunderbolt:&#039;&#039;&#039; Comes at 120 points, and has more weapons and special rules than the Lightning. Can automatically come on from Reserves as an Advanced Reaction if the enemy calls in Flyers from Reserve and take a shot at them. While the rules technically only allow Flyers to get &#039;&#039;Skyfire&#039;&#039; in their own Shooting Phase, you can buy Skystrike Missiles with baked-in &#039;&#039;Skyfire&#039;&#039; to circumvent that. This is one of your most reliable (not to mention only) means of anti-air, so take a couple of these; with how depleted the Fast Attack section is, it&#039;s not as if you had anything better to take.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Carnodon Strike Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Lightweight assault tanks, something that the Liber left out. They&#039;re fairly cheap at 70 points a tank, but they&#039;re fairly flimsy with 3 HP and AV 12/11/10. The free Volkite Culverins (45&amp;quot; Heavy 5 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) are generally superior to the stock TL Multi-laser (as lack of &#039;&#039;Twin-linked&#039;&#039; is compensated by sheer volume of fire), while you can also take stronger turret weapons in TL Autocannon/Lascannon. Their sponsons come with all the typical and reliable armaments, with the addition of free Volkite Calivers (30&amp;quot; Heavy 3 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) if you&#039;re really keen on burning something alive. It&#039;s a bit like the 40k Sentinel in that it&#039;s a cheap fast source of firepower, but it dies if someone so much as chips its paint. Moreover, even if it&#039;s cheap, you can&#039;t spam it because you only get 3 Fast Attack slots and none of them come in Tercios. Think carefully.&lt;br /&gt;
**The issue with the Carnodons is that you have to give all of them the same turrets and sponsons, which can be very annoying if you need one to fill out a specialized role. Your only solace is the fact that pintle weapons aren&#039;t constrained by those same rules, but between the heavy stubber, Multi-laser and heavy flamer, their only purpose is crowd control. That said, Autocannon spam is usually an acceptable alternative to taking more specialized weapons, and if 3 Carnodons&#039; worth of Autocannons can&#039;t bring down the target, 1 specialized Carnodon wouldn&#039;t have either, so just take 3 Carnodons specialized to kill whatever target you had in mind.&lt;br /&gt;
**Taking 2 lascannon sponsons is strangely costed the same as taking TL Lascannon turrets (Autocannon sponsons cost twice compared to TL Autocannon turret), making it the superior choice in terms of firepower as you get the same 75% chance of hitting at least once, while having 25% chance of making 2 hits. If you want to mix and match between Battle and Defensive weapons, take the Lascannon sponsons and keep the turret with Multi-laser/Volkite Culverin rather than taking a Lascannon turret.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Termite Assault Drill&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; And it&#039;s back here too now. Not much different than its versions in the Legions or Mechanicum. That said, 12 spaces doesn&#039;t really do much for you, especially considering that they can&#039;t become DTs for your Tercios in any way. Maybe it can work for a Command Squad, but nothing further.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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*&#039;&#039;&#039;Auxilia Armoured Tercio:&#039;&#039;&#039; Your Leman Russes. Many Cohort Doctrines restrict you to one Armoured Tercio per detachment, but since you can cram up to 9 tanks in here it&#039;s not that big of an issue.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Moved from HQ to command of their own Tercio, and riding a single basic Leman Russ with battlecannon, but one which can take tasty upgrades (Flare Shield for 20pts and Cognis-Signum for 25pts) and must be assigned to a Strike or Assault Squadron before the game begins. Like the standard Russ, it also has the &#039;&#039;Outflank&#039;&#039; special rule by default. That being said, it&#039;s +50 points over the already poor Battle Cannon Leman Russ, while buying a cognis-signum means you&#039;ve just spent 245 points to give 3 tanks +1 BS and 4 ablative hull points (admittedly at frontal AV15). Considering you&#039;re using points that could simply have gone to more tanks, is this really worth it?&lt;br /&gt;
***One marginal case can be made for leading a full Assault Squadron of Macro-saker Russes. Giving them +1BS is a way of effectively taking a 4th tank (not possible in the same squadron) because you go from 4+ to hit to 3+ to hit on your weapons. You do so at slightly higher cost than simply starting a new Assault Squadron (200 points base), but hit allocation in squadrons means the whole squadron collectively becomes a superheavy as long as you can assign hits to the Command Russ; the Command Russ won&#039;t be shooting (because a. the battlecannon is shit and b. it has a cognis-signum), so it doesn&#039;t care about anything short of Immobilized, while frontal AV14 with Flare Shield makes it impervious to anything without S9, &#039;&#039;Armourbane&#039;&#039; or &#039;&#039;Haywire&#039;&#039;. The latter part is important, as while you have far cheaper ways of spamming Volkites (eg. Carnodon, Veletaris), they also die to anything bigger than a heavy bolter, and more importantly are not part of the Armoured Tercio, and so cannot Return Fire when another squadron is being shot at. If you really really need to bully enemy infantry at range and/or deter them from shooting your Strike Russes, consider this. This applies to Macro-saker and Macro-saker only; Strike Russes are cheap enough that you should just take a new squadron, while the other Assault Russes use pie plates.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Strike Squadron:&#039;&#039;&#039; 150 points give you a 14/13/10 vehicle with four HP and &#039;&#039;Outflank&#039;&#039; that moves 12&amp;quot;. It comes with either a battlecannon, Gravis Lascannon, &#039;&#039;&#039;two&#039;&#039;&#039; Gravis Autocannons (&#039;&#039;Twin-linked&#039;&#039; 3-shot Autocannon), or a Vanquisher Battlecannon with co-axial autocannon for a measly +5pts. The squadron can include a pair of additional tanks with a discount of 15 points each. The Battlecannon should be replaced at first opportunity and the Gravis Lascannon is objectively inferior to the Vanquisher, but the Vanquisher and the Autocannon both have their own merits.&lt;br /&gt;
***Yes, RAW Solar Auxilia Russes have 4 Autocannons in their turrets. It might be a typo or just an attempt to account for the Exterminator Autocannon having a higher rate of fire, either way you&#039;ll need those to put up a fight against Legiones Astartes.  &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Assault Squadron:&#039;&#039;&#039; 200pts for the same Leman Russ minus &#039;&#039;Outflank&#039;&#039;, with either a demolisher cannon (underrated but still mean), Executioner Plasma Cannon (5&amp;quot; Plasma Cannon) or Volkite Macro-Saker (8 shot Volkite Culverin), again at -15pt discount if you take more tanks in the squadron. Does not have Outflank, but is &#039;&#039;Reinforced&#039;&#039;. Weapon choices aren&#039;t rocket science; Demolisher for anti-vehicle/Automata, Executioner for anti-TEQ, Macro-Saker for anti-light infantry. In particular, the Executioner is one of the few weapons that can semi-reliably remove large groups of MEQ short of taking a Stormhammer, so take a couple against Legion opponents and kill any Marine squads that are particularly threatening to your infantry, while its &#039;&#039;Rending (4+)&#039;&#039; (as opposed to the standard Plasma &#039;&#039;Breaching (4+)&#039;&#039;) means it can fight vehicles in a pinch.&lt;br /&gt;
***The Macro-Saker is S6 and therefore a Defensive weapon, regardless of being turret mounted. Can be useful if you want something more substantial than pintle and hull mounts for anti-infantry and to add some punch to Reactions. On the merits of the weapon alone, it&#039;s inferior to the (much cheaper) Autocannon Russ, not to mention being [[Fail|outgunned by a Carnodon which comes at 1/3 the cost]]. Unless you&#039;re going full bore with it (see entry for Command Section for more details), use the Executioner Russ for anti-infantry or take a full squadron of Volkite Carnodons, which cost the same as the Russ. &lt;br /&gt;
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*&#039;&#039;&#039;Auxilia Artillery Tercio:&#039;&#039;&#039; The heavy weapons teams of the Solar Auxilia, now in Tercio format. These consists as usual of three units, of which at least one rapier or tarantula unit is mandatory.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Artillery Command Section:&#039;&#039;&#039; Command Squad like the one in the troop slot Tercio, with option to take a Cognis-signum. Honestly nothing too impressive, as the Cognis-signum only works on your own unit, which in this case is a bunch of lasrifle dudes. You&#039;re better off taking more Rapiers.&lt;br /&gt;
***Alternative take: They can take Augury Scanners and get free &#039;&#039;Interceptor&#039;&#039;, which extends to Rapiers due to Tercio mechanics. Think about it if you&#039;re concerned about Deep Strikes, particularly if you&#039;re using Laser Destroyers. &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Tarantula Sentry Battery:&#039;&#039;&#039; Actually can shoot with all its guns after the latest Errata, gaining &#039;&#039;Firing Protocols (2)&#039;&#039; and &#039;&#039;Fearless&#039;&#039;!  Still bad though, because  &#039;&#039;Sentry Protocols&#039;&#039; forces them to shoot at the nearest thing they can see, even if that thing can laugh off their fire with ease or if doing so would be wasteful (especially if you took the Hyperios Missile Launcher, which has &#039;&#039;Skyfire&#039;&#039; and thus must snap fire at anything else). Probably usable for cheap Lascannons, but you also have Laser Destroyer Rapiers for that.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Rapier Battery:&#039;&#039;&#039; Comes with Gravis Multi-laser (2 &#039;&#039;Twin-linked&#039;&#039; Multi-lasers) to cut holes through Imperial Militia, but can swap for a free Gravis Heavy Bolter Battery (2 &#039;&#039;Twin-linked&#039;&#039; Heavy Bolters) for even more fire that can cut through enemy Auxilia, a tank-busting Laser Destroyer (36&amp;quot; S9 AP1 Ordnance 2 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039;) or a Quad Launcher (with frag only, but these can be upgraded with Incendiary, Shatter or Splinter for specific roles).&lt;br /&gt;
***Your choice in Quad Launcher rounds really does depend on what you want to do with it, considering that each round type costs you. The base Frag Rounds you start with come with a S5 AP5 large blast with &#039;&#039;Shred&#039;&#039; to handle most things. The Shatter Rounds are the only rounds that aren&#039;t blast and the only ones with any anti-armor use with S8 AP4 with &#039;&#039;Sunder&#039;&#039;. Both the Splinter and Incendiary Rounds can Pin enemies, with Incendiary Rounds getting &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Shred&#039;&#039; to flush out cover campers (though AP5 means basically everyone will just take armor saves) and Splinter Rounds compensate for their dismal S2 with &#039;&#039;Rending (6+)&#039;&#039; and with &#039;&#039;Shell Shock (1)&#039;&#039; to help guarantee Pinning.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Malcador Heavy Tank Squadron:&#039;&#039;&#039; Up to three tanks at 225 points each give you a 13/13/12 chassis with 14&amp;quot; movement. For 10pts it can trade its battlecannon for a Gravis Lascannon or [[Awesome|Vanquisher battlecannon]]. That said, the Vanquisher is better provided on Leman Russes because they get a co-axial weapon. The heavy bolters on the front and sides can be exchanged for Autocannon/Multi-laser/Heavy Flamer, or upgraded to a Lascannon for 10 and 25 points respectively. If you want heavy duty anti-vehicle, the front Heavy Bolter can be exchanged for a Demolisher cannon for 50 points. It can also take a Flare Shield and dozer blade, in case you&#039;re building a plan around these things. &lt;br /&gt;
**A Vanquisher/Lascannon Malcador with Demolisher Cannon and Flare Shield (for effective frontal AV14) is 285 points. You could instead have taken a Strike Russ AND a Demolisher Russ for 355 points, which are collectively far tougher than the Malcador (heck, one Russ already has 4HP and it has the same Front AV14 Side AV13 as the Malcador), have turrets, can get cheaper in squadrons and in the case of the Vanquisher Russ is more accurate. The Russ is simply a more cost-effective way to get firepower on the table, so the benefits of the Malcador boil down to 14&amp;quot; movement, &#039;&#039;Independent Fire Control&#039;&#039; and sidestepping restrictions against taking Armoured Tercios.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Armoured Battery:&#039;&#039;&#039; Your basilisks or medusae. 200 points per vehicle is ridiculously expensive for an AP4 gun, even with 240&amp;quot; range, S9 and &#039;&#039;Large Blast&#039;&#039;, &#039;&#039;Shred&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Can be exchanged for Medusa Mortar that trades 204&amp;quot; of range and &#039;&#039;Shred&#039;&#039; for &#039;&#039;Rending (6+)&#039;&#039;. Thanks, but no thanks. If you really want high strength AP4, take some Leman Russes; better yet, take the Fortification artillery choice.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Valdor Tank Hunter:&#039;&#039;&#039; Its Neutron Beam Laser is a very powerful anti-tank weapon (Ordnance 2 S10 AP1 &#039;&#039;Concussive (3) Shock Pulse Gets Hot!&#039;&#039;), therefore having the same anti-vehicle firepower as the Vanquisher Cannon while having &#039;&#039;Shock Pulse&#039;&#039; to silence anything it doesn&#039;t kill. However, you only get 1 per slot as opposed to 9 Leman Russ Vanquishers/Destroyer Tank Hunters, and the lack of &#039;&#039;Brutal&#039;&#039; limits its power against Dreadnoughts/Automata. Unless there&#039;s an enemy unit you absolutely must shut up using &#039;&#039;Shock Pulse/Concussive&#039;&#039;, just take some Vanquishers for cheaper and without taking up a slot all on its own.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Cyclops Demolition Vehicle:&#039;&#039;&#039; You will laugh in the face of your enemies! 1-3 cyclops, each of which come with an operator (who acts independently after deployment, so hide them!). Can also be carried in an Aurox, Arvus or Dracosan - you must pick one for each Cyclops. Now just attacks in close combat with a &#039;&#039;single&#039;&#039; autohit that also removes the Cyclops itself. The problem is while previously the little suicide robot blew up at I10, now it does at I1. S10 AP1 &#039;&#039;Instant Death&#039;&#039;, &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;Brutal (2)&#039;&#039; means you&#039;d want to target high value targets, but WS1, T5, 2 Wounds and 3+ pretty much guarantees anything bar Vehicles is quite capable of beating the little guy to death before he does anything, unless you&#039;re already in combat using another unit that can take the hits instead. In short - bad unit has somehow been made worse.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Armoured Support Tercio&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A collection of Leman Russ-based vehicles, except with centreline mounts/no main gun at all. Counts as an Armoured Tercio for the purposes of Cohort Doctrines, so don&#039;t think about using this to circumvent restrictions against Armoured Tercios. Being without a turret means they&#039;re smaller targets and can more easily claim Cover, but it won&#039;t help too much because almost everything you can claim will be 6+.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Same Russ as in Armoured Tercio. Equip as you see fit.&lt;br /&gt;
***[[RAW]], [[Fail|as the Armoured Command Section must be assigned to a Strike or Assault Squadron, it can&#039;t be taken in this unit]]. [[Forge World|Welcome to Legacies, everyone]].&lt;br /&gt;
**1-3 from the following:&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Thunderer Siege Tank Squadron:&#039;&#039;&#039; The Space Marine Vindicator, except on a Leman Russ chassis. Being the &#039;&#039;Slow&#039;&#039; subtype will unfortunately mean that you&#039;ll be needing to keep the Thunderer protected until it can fire away. Competes directly with the Demolisher Russ at the same cost per vehicle, with the comparison mostly coming down to &#039;&#039;Slow&#039;&#039; making the Thunderer harder to kill with Penetrating Hits while preventing it from firing on the move (Demolisher Cannon being &#039;&#039;Ordnance&#039;&#039;), as well as the Thunderer having fewer secondary weapons and a narrower firing arc due to the Demolisher being a centreline mount as opposed to a turret. As such, the Demolisher Russ is generally the superior choice.&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Destroyer Tank Hunter Squadron:&#039;&#039;&#039; The Laser Destroyer Vindicator to the Thunderer&#039;s Demolisher Vindicator, and a direct competitor to the Vanquisher Russ. Its Proteus Laser Destroyer is iffy; 2 shots of S9 AP1 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039; is great and &#039;&#039;Gets Hot!&#039;&#039; isn&#039;t too bad due to &#039;&#039;Twin-linked&#039;&#039;, but the loss of &#039;&#039;Sunder/Brutal&#039;&#039; compared to the Vanquisher means you lose the armour penetration reroll against vehicles and a lot of your anti-Dreadnought/Automata ability. As a result, the 45pts you pay for this over the Vanquisher Russ is mainly for the extra durability from &#039;&#039;Slow/Reinforced&#039;&#039;. Moreover, the normal Laser Destroyer the Rapier has is far superior simply because it has &#039;&#039;Ordnance&#039;&#039; and can much more reliably Penetrate and blow vehicles up with AP1. Think very carefully. &lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Trojan Support Vehicle:&#039;&#039;&#039; The Trojan is not here to fight, not with that mere heavy bolter. Its bigger goal is to fix other tanks, as it has the &#039;&#039;Field Repair (5+)&#039;&#039; rule to let it fix up any other tanks without needing an allied detachment for models with &#039;&#039;Battlesmith (X)&#039;&#039;. The issue is that you&#039;ll be needing other tanks to protect it while doing the patch jobs or hope that nobody pays enough attention to consider trashing it. It&#039;s cheaper than Techmarines from your &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; Legions because the Techmarine also needs a squad to be attached to, but is 100pts for 1/3 chance per turn to repair worth it to begin with?&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Minotaur Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; If you thought the Armoured Battery was bad, this is even worse. 280 points and all you get for it over the Armoured Battery is AV 13/12/13 and &#039;&#039;Twin-linked&#039;&#039;, though being open-topped means that all melee attacks are targeting that AV12. Even if you needed artillery, there&#039;s not much reason to take this over the one in the Liber, let alone over a Russ or a Fortification.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Malcador Infernus&#039;&#039;&#039;: No longer a bomb! Also no longer AP3, so no reason to take this instead of the below. Seriously, your entire Troops and Elites slots are built for murdering light infantry. Don&#039;t waste your Lord of War slot on doing that again.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Stormhammer&#039;&#039;&#039;: Fantastic at 500 points. The Stormhammer Cannon has the old Battle Cannon statline of S8 AP3 and a 7&amp;quot; blast; ordinarily not spectacular, but an absolute world-beater by 2.0 standards because it can ID entire squads of MEQs through their armour. It has upgrades but they are inconsequential since at such a perfectly rounded value, this tank is the perfect way to reduce or expand the size of your army to match that of of your opponent&#039;s. Like all Solar Auxilia kits, its quite expensive. But chances are that this unit might give returns sooner than later both on and off the table. Take this at every opportunity; the main cannon is absolutely disgusting against Space Marine armies, and it&#039;s bristling with smaller weapons as only a superheavy can. Its BS3 isn&#039;t even that much of a concern; scattering doesn&#039;t matter too much with a 7&amp;quot; blast, and if you&#039;re close enough you can eliminate even that by using your co-axial weapon.&lt;br /&gt;
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*&#039;&#039;&#039;Baneblade and derivatives&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; They&#039;re such dogshit it&#039;s not even funny. They have all lost AV14 at the front and they are all 100-300 points more expensive and you pay the same for them as Legiones Astartes despite being BS3. On top of that almost every weapon they use has been neutered into near-uselessness or to the point it is nowhere near strong enough to be carried by a Super-heavy tank. While they have 12HP, so does the Stormhammer, which is a far superior vehicle that is far cheaper.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Baneblade&amp;quot;&amp;gt;&lt;br /&gt;
Oh Baneblade, what have they done to you. This tank has gone from being the reliable all-rounder to having a primary gun that is outclassed by tanks you can find in the Heavy Support section. For 750 points you get a Baneblade Chassis (duh), whose main Armament is an Ordnance 1, S8, [[Fail|AP4, 5&amp;quot; Blast]] with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. The Baneblade cannon has been reduced to something that has the same effect as a 200 point Medusa Artillery tank (and even that is overpriced). It&#039;s still covered with guns, but the main gun was always the primary reason you brought a Baneblade and it&#039;s just not worth it, especially when the Stormhammer is 250 points cheaper and has a 7&amp;quot; blast S9 AP3 gun.&lt;br /&gt;
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&amp;lt;tab name=&amp;quot;Solar Auxilia Banehammer&amp;quot;&amp;gt;&lt;br /&gt;
The same cost as the Baneblade and just as disappointing. Its Tremor Cannon is now AP4 but gained &#039;&#039;Shell Shock (2)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;, so it&#039;s not killing many marines but you will Pin them. The real killer here is the fact that the GIANT ROLLING BUNKER NOW HAS A TRANSPORT CAPACITY OF 10!. Just 10. When it used to be 25... Jesus Christ man.&lt;br /&gt;
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&amp;lt;tab name=&amp;quot;Solar Auxilia Stormlord&amp;quot;&amp;gt;&lt;br /&gt;
Almost worth it. It&#039;s too expensive, but at least the gun is still decent-ish. It comes with a Vulcan Heavy Bolter which is Heavy 15, AP3 with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Shell Shock (1)&#039;&#039;, but it has lost its ability to shoot twice if it stays still. Its transport capacity was also fucked, but at least it will fuck up a squad of Tactical Marines. You know, the bare minimum 750pts should do, not to mention something the 500pt Stormhammer can arguably do better.&lt;br /&gt;
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&amp;lt;tab name=&amp;quot;Solar Auxilia Shadowsword&amp;quot;&amp;gt;&lt;br /&gt;
Coming equipped with a Volcano Cannon, the Shadowsword looks like it could be worth it if it wasn&#039;t for the fact that it costs 850 points. For the same points, you could instead have taken 5 Vanquisher Russes or 4 Destroyer Tank Hunters, which are collectively far harder to kill and can cause much more damage against your intended targets of Knights/Titans/Superheavies. If you&#039;re afraid the smaller vehicles cannot kill the Titan in one go, take a Valdor to shut it up instead. Bottom line, you have better ways of getting anti-vehicle with 850 points.&lt;br /&gt;
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&amp;lt;tab name=&amp;quot;Solar Auxilia Stormsword&amp;quot;&amp;gt;&lt;br /&gt;
A Stormsword that seems to have been scavenged from [[Epic]], given that it&#039;s equipped a Hull Mounted Hellhammer Cannon. It&#039;s 850 points, and while its stolen Hellhammer cannon is actually pretty good as it shoots Large Blast AP3 shells with &#039;&#039;Brutal (3)&#039;&#039;, &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Sunder&#039;&#039;, it is just not worth its ridiculous price cost; just take more Demolisher Cannons.&lt;br /&gt;
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&amp;lt;tab name=&amp;quot;Solar Auxilia Stormblade&amp;quot;&amp;gt;&lt;br /&gt;
Is actually equipped with the correct gun and it&#039;s overall it&#039;s probably the best Baneblade variant available (that isn&#039;t saying much, but still). The Plasma Blast gun is a S9 Massive Blast, AP3, &#039;&#039;Breaching (4+)&#039;&#039; Ordnance weapon and can be pretty decent at clearing out large MEQ and TEQ squads. That said, the Stormhammer has the same gun except S8 and no &#039;&#039;Breaching&#039;&#039; at 250 points cheaper, while you can kill Terminators with Executioner Russes instead. No, they cannot ID TEQs due to being S7, but that doesn&#039;t matter when you can take 4 Russes for the price of the Stormblade and simply swamp the TEQs in wounds. &lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Macharius Heavy Tank Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A tank that was named after [[Lord Solar Macharius]] from M41, but here it represents one of the ancient Super-heavy tanks that was in service during the Great Crusade and it simply retained the name so you know which model is supposed to represent it (the tank pattern itself was probably used during the Crusade and the STC was then lost, only to be rediscovered later in M41, so it&#039;s all good). It&#039;s far more reasonably priced at 300pts than the 650pts Space Marines pay for them, but it&#039;s still not quite worth it.&lt;br /&gt;
**Its choices to replace the trash-tier battlecannon are actually decent, but the problem is that they both compete with the extremely cost-efficient Strike Russ. The Macharius Vanquisher is &#039;&#039;Twin-linked&#039;&#039;... but the Vanquisher Russ has a coaxial weapon, making it basically the same thing. Likewise, the Rotary Bolt Cannon is more or less an Autocannon Russ. As you pay half the price for a Russ, this implies you can take twice the firepower by taking Russes. &lt;br /&gt;
**The Macharius being a Lord of War also means it exists in direct competition with the Stormhammer, which as above is an absolutely excellent choice. Take the Stormhammer, and take Russes to do whatever you intended for the Macharius to do. &lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Crassus Armoured Assault Transport&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 400 points nets you a 13/12/12 super heavy transport with that moves 10” and has 8 HP and 35 transport capacity. It mounts 4 heavy bolters which can be exchanged for heavy flamers for free or upgraded to Autocannons or Lascannons. Its only access point is on the rear of the vehicle, which limits its versatility somewhat. Despite its name, it&#039;s [[FAIL|not an Assault Vehicle]], though with its only access point in the rear disembarking units probably can&#039;t charge anyway.&lt;br /&gt;
**You have Dracosan DTs for a reason. You really do not need this.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Praetor Armoured Assault Launcher&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; For the low, low price of &#039;&#039;&#039;six hundred and fifty points,&#039;&#039;&#039; more than the mega-powerful Stormhammer, you get a super-heavy with M10, BS4, 13/12/12 and 8 HP, packing two heavy bolters and a Praetor Launcher, a 72&amp;quot; Ordnance 1 S7 AP4 Massive Blast with &#039;&#039;Pinning/Rending (6+)&#039;&#039;. This means you&#039;re spending a LoW slot to do what you could have done by taking the cheaper (and still far overpriced) Armoured Battery, or the actually reasonably priced Artillery Battery below. Do not do it.&lt;br /&gt;
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===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Artillery Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Five gunners with the standard statline except for 3+, stuck with an immobile Earthshaker or Medusa Mortar, starting at 120pts and going up to 5 at 100 points per extra platform and another 5 gunners. Though this makes the squad practically unable to do anything else, you&#039;re paying a much lower price for them, and your squad can ignore &#039;&#039;Pinning&#039;&#039; so long as there are as many gunners as there are cannons on top of being &#039;&#039;Stubborn&#039;&#039;. At almost half the price of the Armoured Battery, the stock Earthshaker is almost worth it as anti-vehicle; that is, of course, assuming you didn&#039;t already have truckloads of it from your other slots.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Legiones Astartes===&lt;br /&gt;
The Legion list has some very good melee and/or fast-moving units to cover for your gunline, like Deep Striking Land Speeders to shut enemy artillery up. However, don&#039;t bother taking them for short-ranged firepower, as you already have bucketloads of that in HQ Tercios and Veletaris. This also means your compulsory Troops are likely to be Despoiler/Assault Squads; you simply don&#039;t need Tacticals/Breachers when you have Lasrifle Sections and Veletaris that do the same thing for much cheaper. &lt;br /&gt;
*Dreadnoughts are a very good choice, as they&#039;re capable of either AA or melee, both of which the Auxilia list sorely lacks. It helps that you can take lots of them; the Allied FOC has 2 Elites slots, from each of which you can take 3 Dreadnoughts.&lt;br /&gt;
*While you already have tons of tanks, consider taking some Neutron Blaster Sabres/Predators and/or Sicaran Venators. &#039;&#039;Shock Pulse&#039;&#039; is very useful to shut up Blast weapons on enemy vehicles, particularly if you&#039;re running Ultramar Pattern and all of your Lasrifle Auxilia are in base contact with each other. You yourself can only bring up to 3 &#039;&#039;Shock Pulse&#039;&#039; weapons (1 Valdor per Heavy Support slot), so getting more can be useful.&lt;br /&gt;
*The Legion list has a few choices for &#039;&#039;Sniper&#039;&#039; or otherwise &#039;&#039;Precision Shot&#039;&#039; which the Auxilia do not otherwise have, short of taking a Vindicare. Spamming Scout squads is a particularly interesting proposition, as they&#039;re cheaper than Recons and you don&#039;t truly need &#039;&#039;Line&#039;&#039; on your allied Troops when the average Auxilia list has 6 Lasrifle Sections running around. &lt;br /&gt;
*Of the 18 Legions, you get [[Ultramarines]], [[Sons of Horus]], [[Word Bearers]], [[Salamanders]] and [[Alpha Legion]] as &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039;. If you&#039;re fine with not taking Cohort Doctrines, you can skip the Legate Marshal and instead take an allied Chaplain/Praetor as your source of Ld10 for the purposes of abusing Command Vox/Vox Interlock. The Chaplain in particular can be useful for Penal Pattern Cohorts, as &#039;&#039;Hatred&#039;&#039; finally allows your WS4 units to hit enemies consistently and put your &#039;&#039;Furious Charge&#039;&#039; to good use.&lt;br /&gt;
**Taking a Legion Centurion is currently your only way of taking Psykers as Traitor Solar Auxilia (Loyalists can take Tylos Rubio too), as the Legions are as of writing the only faction with any usable Psykers, the Navigator and Davinite Priest from the Legacies docs notwithstanding. For details, look at the Psychic 101 page. &lt;br /&gt;
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===Mechanicum===&lt;br /&gt;
&lt;br /&gt;
The Mechanicum are a very easy consideration by the mere fact that they can repair your tanks. With how many of them you can field with your tercios (and especially with the Armoured Fist pattern cohorts), such a matter is going to shoot very high on your priorities list, so an Archmagos Dominus or Magos Prime with some Techpriest Auxilia will always be welcome.&lt;br /&gt;
*Automata are very durable weapons platforms, almost on level with the dreadnoughts. The issue is that you&#039;ll be needing someone with a Cortex Controller to keep them at their best. If you&#039;re in an Iron pattern cohort, this won&#039;t be so much of an issue since you can buy them on some of your troops as well.&lt;br /&gt;
*Thallax are excellent for mobile firepower, being &#039;&#039;Relentless&#039;&#039; and having jump packs. Being one of the few &#039;&#039;Line Infantry&#039;&#039; squads of the army, they can very easily help you with scoring, whether in an Iron pattern cohort or in an allied detachment. The lightning guns they come with give you something that can actually harm things harder than a marine and strapping chain bayonets make them more than able to put up a fight - more than you can say about your tercios.&lt;br /&gt;
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===Agents of the Emperor===&lt;br /&gt;
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====Legio Custodes====&lt;br /&gt;
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YES. Solar Auxilia have lots of bodies and armoured units, while lacking melee cover. Custodes are literal supermen that don&#039;t have enough bodies and firepower. Even Custodes Troops have AP2 AT INITIATIVE, perfect for counter-charging any enterprising enemy units who try to shut your gunline up by engaging them in melee. Alternatively, take some Deep Striking units (jetbikes, Venatari or just take a Coronus DT) and target dangerous ranged units that you have to shut up before they wipe out half of your infantry. However, Custodes units are EXPENSIVE; you&#039;ll be spending at the very minimum 350 points (200pt compulsory HQ, 150pt compulsory troops) and that&#039;s 4 MODELS.  &lt;br /&gt;
*If you&#039;re afraid of your opponent shooting the Custodes before coming in with the melee units on your Auxilia, take Sentinel Guard for the improved Invulnerable save; you may lose the Guardian Spear&#039;s strength bonus, but they&#039;re still S5 and you keep the AP2 at initiative on the Sentinel Warblades, so they&#039;re still very killy. Moreover, as they&#039;re technically infantry, you can use Aevos Jovan to respawn them if you lose any of them to enemy shooting. If you&#039;re still worried, take a Dreadnought or two. &lt;br /&gt;
*The Custodes list is if anything even shorter on AA than the Solar Auxilia list, so think carefully about where you&#039;re going to get it; generally, this means Thunderbolts and/or Fortifications.&lt;br /&gt;
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====Sisters of Silence====&lt;br /&gt;
Don&#039;t expect much aside from some skirmishers from the Sisters. The &#039;&#039;Anathema&#039;&#039; sub-type blocks them from being anywhere near the Auxilia on pain of -1Ld to an army that already has faulty Leadership (and -2Ld for any units they join), preventing you from putting melee units just behind your Auxilia to countercharge enemy units. In any case, you could have gotten better melee units if you took Marine/Custodes allies. Their list of short-ranged weapons isn&#039;t very impressive either, considering the sheer firepower Auxilia already pack. Think carefully, unless you know you&#039;re playing someone with lots of Psykers/Daemons.&lt;br /&gt;
*Sanctioner Cadres have &#039;&#039;Sniper&#039;&#039; weapons, which Solar Auxilia have no access to. Worth considering if you want to kill some ICs (or just particular infantry/cavalry models) from very far away. &lt;br /&gt;
*Prosecutor Cadres can all &#039;&#039;Infiltrate&#039;&#039; or &#039;&#039;Scout&#039;&#039; and they can take Assault Needlers (read: &#039;&#039;Pinning&#039;&#039;) and Snare Guns in large numbers, allowing them to deploy in No Man&#039;s Land and [[Troll|make life extremely difficult]] for enemy units trying to advance. Meanwhile, you can rain down on Pinned/slowed units with your 30&amp;quot; Lasrifles and various heavy ordnance. If that&#039;s not enough, you can take more Needlers/Snare weapons from other slots. Still, you can spend all these points on Sisters of Silence with their fancy weapons to slow the enemy, or you can just take more Auxilia units and blast the enemy off the table. &lt;br /&gt;
*The Sisters list has NO AA WHATSOEVER. Make sure you have enough from somewhere else, whether by taking your own Flyers or Fortifications.&lt;br /&gt;
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====Divisio Assassinorum====&lt;br /&gt;
Not to be overlooked among the additions of Liber Imperium is the option for Imperial Assassins. All of the Assassins, despite being Loyalist units, are all considered Distrusted Allies and thus cannot benefit from anything else your army gives, meaning that all of their value is based on what they do on their own.&lt;br /&gt;
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Each model has &#039;&#039;Infiltrate&#039;&#039; and &#039;&#039;Scout&#039;&#039; as well as &#039;&#039;Support Squad&#039;&#039; to block them out of being mandatory HQs, but the &#039;&#039;Assassin&#039;&#039; sub-type does the rest of them, banning them from being Warlords, joining squads, or entering any HQs, all in exchange to ignoring any penalties for movement and auto-passing dangerous terrain checks. Also helping their impressive M7 is the &#039;&#039;Light&#039;&#039; sub-type boosting their running. Their lone protection is the Panoply of the Assassin, surprisingly durable spandex that gives them a 4+/4++ save. They are all 125 points.&lt;br /&gt;
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*&#039;&#039;&#039;Clade [[Adamus]]:&#039;&#039;&#039; The eldest of the assassin clades and they&#039;re kitted to kill. &#039;&#039;Fleet (2)&#039;&#039; makes them even zippier than other assassins, where they can make it into their home territory of challenges. When in a challenge, they can copy the WS and I of their enemies, forcing everyone to eat their S+1 AP3 Nemesii Blades with &#039;&#039;Rending (5+)&#039;&#039; and at risk of eating the deceptive Decapitation Strike, which might be a singular S2 AP1 attack but also has &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Murderous Strike (2+)&#039;&#039;. Also of note is their Needlespine Blaster, a super combi-pistol, the bolt part being a Pistol 3 bolt pistol while the needle bit is &#039;&#039;Poisoned (2+)&#039;&#039; with &#039;&#039;Pinning&#039;&#039; to lock someone down.&lt;br /&gt;
**His killing ability is limited simply by dint of base WS5 and being able to copy an opponent&#039;s WS, meaning he hits enemy ICs at 4+ with no reroll. As Decapitation Strike gives him 1 attack, he right off the bat has 1/2 chance per round of combat of not doing anything at all, while he&#039;s worse as a source of AP3 melee than the Eversor. As you&#039;re Loyalist if you can take him anyway, you can also take [[Nathaniel Garro]] instead, who is a much better duellist for 45 more points. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Callidus]]:&#039;&#039;&#039; What you get is a true-bred assassin, with Polymorphine forbidding ALL attacks against them until they shoot first, meaning nothing can stop you from sliding one up to the opposing Praetor&#039;s backside and also forcing enemies to re-roll to seize the initiative. With WS5 and I6, they can beat many characters short of the Emperor&#039;s Children, but their Phase Sword is...swingy. See, it&#039;s statted as a S3 AP1 weapon with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Phase Shift&#039;&#039;, which makes a 6+ to wound negate any saves and damage mitigation rolls. The lack of any &#039;&#039;Instant Death&#039;&#039; means that they need to kill or else get smashed by a Power Fist. Their Neuro Shredder shares a similar plan, being an S1 Template pistol with &#039;&#039;Rending (5+)&#039;&#039; and also ignores all saves on a 6+ to wound. Same problem as the Adamus; she&#039;s not good enough as a duellist (wounding on T4 and above on 5+ with no reroll is really bad) to kill ICs, and you can take Garro instead. That said, the enemy not being able to do anything to her until she strikes first means she can tie up dangerous ranged units in melee. With how susceptible &#039;&#039;Close-order&#039;&#039; makes your infantry to Blast/Templates, this can be very important.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Culexus]]:&#039;&#039;&#039; As if you didn&#039;t know, this guy has the &#039;&#039;Anathema&#039;&#039; sub-type more familiar to the SoS, rendering them immune to all things psychic and creeping out those nearby. If that&#039;s not enough, you also get &#039;&#039;Adamantium Will (3+)&#039;&#039; to block out anything nearby and the Etherium forces all attacks into being snap shots and thus making them more survivable. The Animus Speculum provides you with an S4 AP4 template with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Psy-Shock&#039;&#039; to force psykers and daemons into suffering Perils. If anyone&#039;s brave enough to try fighting in melee, not only do they have to contend with &#039;&#039;Fear (2)&#039;&#039;, but they must also learn that the Coolexus has a fucking AP2 &amp;quot;weapon&amp;quot; with &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Reaping Blow (1)&#039;&#039;. That said, his WS4 severely limits his killing power in melee, while the Animus Speculum is only useful against specific armies.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Eversor]]:&#039;&#039;&#039; Welcome to [[RIP AND TEAR]]. While having A3 is just meh, you have &#039;&#039;Counter-attack (1)&#039;&#039; and the option each turn to trigger the [[Drugs#Frenzon|Frenzon]] and gain another three attacks at the expense of any 1s to hit dealing a wound to the Eversor themselves. The Neuro-gauntlet is no slouch either, being an AP3 weapon with &#039;&#039;Shred, Fleshbane&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;, and their Executioner Pistol gives an option between either a bolt pistol or a needle pistol. He&#039;s not terribly good at actually assassinating ICs due to his poor ability to get AP2, but you can use him against Legion lists to ambush ranged squads, counter-charge Assault squads attacking your gunline, etc.  Also consider using him against Automata, as &#039;&#039;Shred&#039;&#039; negates &#039;&#039;Automata&#039;&#039; and results in &#039;&#039;Fleshbane&#039;&#039; working normally, so you can do a lot of damage. Just don&#039;t use him against Terminators, and think about how to get him into melee; T4 4+/4++ 3W isn&#039;t much for a lone character.&lt;br /&gt;
**Unique among the assassins is the Eversor&#039;s self-destruct ability due to being so loaded with drugs. When they die, all models within d6&amp;quot; suffer an S4 AP3 &#039;&#039;Fleshbane&#039;&#039; hit that counts as a flamer. As the only infantry model in the entire list with a 2+ is your Legate Marshal, make sure whatever melee units you may have (except maybe Charonites) are outside the blast radius when he dies, as they &#039;&#039;&#039;will&#039;&#039;&#039; take wounds. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vanus]]:&#039;&#039;&#039; Less an assassin than a living bubble of statistical fuckery, they only have protection with a pair of laspistols and a pair of decidedly neat dataspikes with S+2 AP3 with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Haywire&#039;&#039;. If you&#039;re stuck in a fight, you&#039;ve only got a single-use means to gain &#039;&#039;Hit &amp;amp; Run&#039;&#039; for a round before you end up stuck watching your nerdy assassin die. &lt;br /&gt;
**Now we get to the many things they can do &#039;&#039;without&#039;&#039; fighting. For starters, they have an 18&amp;quot; bubble that shots off any uses of &#039;&#039;Infiltrate&#039;&#039; and lets them spam the Interceptor reaction as if you had an augury scanner. You can make a Leadership check instead of shooting, with a pass allowing you to resolve Interceptor using a Defensive weapon on any vehicle (friend or foe) within 12&amp;quot; of the Vanus. In addition, they can make a Leadership check to hack an enemy Automata unit within 12&amp;quot;, forcing them to suffer d3 unsaved wounds. This action does have risks though, as aside from being so close to a murder-engine like a Castellax, a failed test instead inflicts an unsaved wound on the assassin.&lt;br /&gt;
**Denying &#039;&#039;Infiltrate&#039;&#039; and messing with enemy Deep Strikes using Vox Disruptor Array is particularly useful for Lasrifle Section spam, as it forces your opponent to deploy normally and slog through 30&amp;quot; of Lasrifle fire, in addition to whatever Rapier/Leman Russ fire you can pack. Use your own &#039;&#039;Infiltrate&#039;&#039; to deploy in No Man&#039;s Land and block off as much space to enemy Infiltrators as possible, then flee back behind friendly lines by Running and &#039;&#039;&#039;Tactical Displacement&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Venenum]]:&#039;&#039;&#039; As befits the resident poisoner, this assassin is immune to Rad-phage in its many forms and can only be wounded by &#039;&#039;Poison&#039;&#039; and &#039;&#039;Fleshbane&#039;&#039; attacks on a 5+. At range, their Toxin Ejector provides a S5 AP4 template with &#039;&#039;Poison (3+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039; to take care of pretty much anything they go up against while the Venom Globes they happily cribbed from the Alpha Legion (or maybe it&#039;s the other way around? Who&#039;ll know?) gives them a charge deterrent. When in a fight, their Hookfang gives them an AP3 weapon with &#039;&#039;Poison (3+)&#039;&#039; that also forces anyone hurt by it to roll a d6 on every turn afterwards, suffering an unsaved wound on a 5+. Even if you don&#039;t kill them with this attack, they still count as destroyed for the sake of VPs unless they have &#039;&#039;Eternal Warrior&#039;&#039;, so you can easily use this bastard as a cheap shot at a chance to kill the warlord and you&#039;re not fighting a Primarch.&lt;br /&gt;
**The Toxin Ejector is a glorified Heavy Flamer, which is very widely available in the army, while the lack of AP2 melee is a severe drawback for actual assassination when any self-respecting IC will have a 2+. This Assassin, like many of his brethren, share the problem that they&#039;re not actually good enough to kill ICs, while they&#039;re inferior as a weapon of mass destruction to the Eversor. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vindicare]]:&#039;&#039;&#039; The resident snipers lost out on their variant ammo, but what you have is still a masterful sniper with BS8 that negates any penalties whether it&#039;s to their BS or their range. Even Exodus needs to be careful because this guy not only ignores the Alpha Legion trait, but he also has an absurd &#039;&#039;&amp;lt;u&amp;gt;100&amp;quot; range&amp;lt;/u&amp;gt;&#039;&#039; on his Exitus rifle, an S7 AP2 shot with &#039;&#039;Murderous Strike (5+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;. Also present is his Exitus pistol, a lesser S6 AP4 gun with &#039;&#039;Breaching (6+)&#039;&#039;, but still just as capable of popping any enemy you see. However, the rifle being 1 shot makes it very unreliable against &#039;&#039;Feel No Pain&#039;&#039; and Invulnerable saves, which combined with the lack of consistent ID makes it an unreliable tool for killing Marine/Mechanicum ICs. &lt;br /&gt;
**As the Solar Auxilia list has no snipers, this is your cheapest way of making sure a particular model dies because you can avoid taking a whole allied detachment. He&#039;s good against other Auxilia to kill Command Voxes/Vox Interlocks and deny Leadership shenanigans, as S7 AP2 forces them to rely on whatever Invulnerable save they have. Alternatively, shoot Cohorts Vexillas to deny &#039;&#039;Line&#039;&#039;. He&#039;s also useful as an AA gunner on Fortification emplacements, as the list is otherwise sorely lacking in AA choices. If the enemy Flyers aren&#039;t here yet, you can use the AA gun on ground targets at full BS if you don&#039;t mind losing &#039;&#039;Sniper&#039;&#039;.&lt;br /&gt;
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====Knights Errant====&lt;br /&gt;
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===Agents of the Warmaster===&lt;br /&gt;
*&#039;&#039;&#039;Infernus Abomination:&#039;&#039;&#039; A brand new daemonhost assassin. Comes with a shapeshifting melee weapon, allowing you to pick either a devastating Hammerblade (S8 AP2 with &#039;&#039;Brutal (2)&#039;&#039; and &#039;&#039;Murderous Strike (6+)&#039;&#039;), a swift Spinelash (S5 AP4 with &#039;&#039;Breaching (6+)&#039;&#039; and &#039;&#039;Reach (2)&#039;&#039;) or fierce Talon-rakes (S4 AP5 with &#039;&#039;Rampage (2)&#039;&#039;, &#039;&#039;Rending (6+)&#039;&#039;, and &#039;&#039;Shred&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
Ironically speaking, a Solar Auxillia force is actually &#039;&#039;somewhat&#039;&#039; cheaper than its plastic equivalent, at least when [[Fail|talking about]] [[Militarum Tempestus]] (In USD, $42 x 4 Stormtrooper boxes for 20 men is S168 vs a Lasrifle section&#039;s $135, $84 for 10 vs a Storm Section&#039;s $72 (for flamers) or $79 (for Axes or Volkite); Cadians still have the advantage with $100 for 20 but of course that runs into the fact that they&#039;re not &amp;quot;elite&amp;quot; enough to serve as proxies for the Auxilia), infantry wise (with the exception of the command squads and their unreasonable $123). Lasrifle tercios are (usually) your only Troops choice now, so remember that with your listbuilding; but the same principles apply. Dracosans should be used for your Veletaris sections (including flamers) while your lasrifles should use cover. You may still need Command Sections for your respective units, but you can just use a respective normal section (at least up to 10 per) for modelling purposes. You can handle tanks any way you desire so long as you remember that Leman Russes don&#039;t get sponsons.&lt;br /&gt;
&lt;br /&gt;
Taken from the older version, other options for getting your Auxilia army:&lt;br /&gt;
&lt;br /&gt;
* Unofficial models from China, Ukraine, Russia or whatnot. Saves a lot of money without losing much of a quality. When painted and mounted on official bases, not even a GW manager would be able to tell the difference.&lt;br /&gt;
* Problem with proxying is their equipment: while Scions make perfect Grenadiers in Militia and Cults list, they do not fulfill role of any Tercio soldier due to highly standardised Solar Auxilia suits, which is their trademark fluff-wise. To draw a parallel, it&#039;s like proxying 30k marines with Primarises (even mk7 may be used in Siege of Terra scenarios, after all): you can, of course, do it, but perhaps you&#039;re better off with empty bases  if you want to test something rather than lovingly build an army against which no WYSIWYG community will play.&lt;br /&gt;
*For those who have 3D Printers there are [https://www.kickstarter.com/projects/thatevilone/lunar-auxilia 3rd party STLs] out there for traitor Auxilia specifically, they do suffer from the standardization issue above but the fact that they&#039;re part of the traitor forces does leave some wiggle room to excuse that due to the intermittent supply lines the traitor forces suffered. However they are much much closer than Scions or other third party Alternatives.&lt;br /&gt;
&lt;br /&gt;
==Army Tactics==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;First squad, FIRE! Second squad, FIRE!:&#039;&#039;&#039; The key ingredient that separates your infantry Tercios from being harder to rout Imperialis Militia is the whole Tercio being able to React together and blast whatever sorry bastard triggered the Reaction off the table. Taking smaller squads throws away this advantage; 2 10-man sections reacting together and 1 20-man section reacting by itself is, at the end of the day, 20 guns, except you could have done the latter with 80pt Militia Infantry instead of 2 60pt Lasrifle Sections. Unless you have specific tactics in mind (eg. massed Aurox-mounted infantry, spamming Needle Pistols on characters), take full sections and fill out your Infantry Tercios.&lt;br /&gt;
*&#039;&#039;&#039;Fire on my target!:&#039;&#039;&#039; The gamewide nerf on pie plates does not help you, as lots of them still have AP4 and can splat your infantry no questions asked, which is made worse by your reduced Coherency spacing from &#039;&#039;Close-order&#039;&#039;. Likewise, there are tons of fast firing weapons out there that will nonetheless kill your infantry handily, as Heavy Bolters ignore 4+ saves, Volkite Calivers/Culverins ID your T3 models and deny &#039;&#039;Feel No Pain&#039;&#039;, and Autocannons do both. Kill things like Heavy Support squads and Earthshaker cannons at first opportunity; the Stormhammer is excellent for this, as are Executioner Russes.&lt;br /&gt;
*&#039;&#039;&#039;They&#039;re coming out of the goddamn walls!:&#039;&#039;&#039; You have an army of &#039;&#039;Line&#039;&#039; infantry with 30&amp;quot; range and tons of tanks and artillery, meaning you will usually outgun whatever army you&#039;re facing. Your opponent knows this, and will try to negate it with Deep Strikes, Flanking Assault, &#039;&#039;Infiltrate&#039;&#039;, etc. Build your army accordingly.&lt;br /&gt;
**Take Augury Scanners! They deny &#039;&#039;Infiltrate&#039;&#039; and let you have free Interceptor, which can be very important for Melta/Plasma HQ sections and Laser Destroyer Rapiers. This is also one of the very few circumstances when (at least on HQ sections) you may consider forgoing your massed Tercio Reaction and instead have each section fire on a separate unit, so that you can avoid overkill. As you always count as stationary when shooting on Reactions, tack on Reborn Cohorts here so you can reroll 1s to hit.&lt;br /&gt;
**This is also one of the few situations where Charonites and Storm Axe Veletarii are a good idea, as your lack of &#039;&#039;Assault Vehicle&#039;&#039; transports doesn&#039;t matter if you&#039;re using them defensively. Charonites are very difficult to kill with ranged fire, their S7 AP3 claws counter Deep Striking MEQs and they shrug off most Overwatch, and can even deny the enemy from using it on the Veletarii by charging in first. Even if they do not win combat, their literal inability to break means the enemy will be stuck fighting them for some time, which means they&#039;re not charging the rest of your gunline. Meanwhile, the Veletarii have AP2 weapons, and can help the Charonites against the rare Deep Striking Dreadnought/Terminators. &lt;br /&gt;
***Charonites also serve as an early warning of sorts; the enemy understandably doesn&#039;t want his 20-strong Assault Squad to get charged by angry Ogryns... [[Just as planned|which indicates where he plans to Deep Strike]]. If he shoots the Charonites, he&#039;s Deep Striking where the Charonites are, so move your HQ Tercios there. If he isn&#039;t shooting the Charonites, he&#039;s Deep Striking elsewhere. If he&#039;s [[Alpha Legion|shooting the Charonites then Deep Striking elsewhere]]... he&#039;s wasted his firepower shooting something that is doing nothing whatsoever, instead of killing your sources of &#039;&#039;Interceptor&#039;&#039; fire. Considering how much work it takes to shoot Charonites, not bad for 120 to 140 points. &lt;br /&gt;
*&#039;&#039;&#039;Spread your officers out:&#039;&#039;&#039; As with 1.0, avoid putting your Legate Marshal in your Tactical Command Section. If you do so, you run the risk that the enemy takes out your entire Command Vox/Vox Interlock system in one go by killing the squad or simply sniping the one Command Vox operator in that squad. In the absence of (Command Vox on) your Legate Marshal &#039;&#039;&#039;AND&#039;&#039;&#039; your Auxilia Captain, the highest Ld model in your army (and thus the Ld which everyone with an Interlock will now use) is your Ld8 Veletaris First Prime or, if you did not take Veletaris, your Ld7 Troop Masters. Needless to say, you do not want that to happen. Instead, put your Legate Marshal in the Command Section of one of your more junior Tercios, preferably some distance away from the front line. Better yet, keep him in Reserves where neither he nor his Command Vox operator can be harmed.&lt;br /&gt;
**Conversely, place your Tactical Command Sections in the front line. Their Cohorts Vexilla gives them &#039;&#039;Line&#039;&#039;, allowing them to take objectives, as well as giving all Solar Auxilia within 6&amp;quot; Ld9. This way, even if Vox operators get sniped, you still have an Ld9 bubble to steady your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:8C42:816B:D39B:B25</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18094</id>
		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Solar Auxilia Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18094"/>
		<updated>2023-05-06T09:07:12Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8C42:816B:D39B:B25: /* Special Rules */&lt;/p&gt;
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&lt;div&gt;[[File:SA-recruitment-poster.jpg‎|400px|thumb|right|Enlist today!]]&lt;br /&gt;
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{{topquote|What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!|[[Lord Solar Macharius]] (his time was later, but the sentiment was true back during the 31st Millennium)}}&lt;br /&gt;
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{{topquote|In war the greatest single deciding factor is will; without the will to do so, no sacrifice is made, no initiative seized, no objective taken and no enemy vanquished - all the guns in creation are useless without the will to pull the trigger.|[[Goge Vandire]], Sermons to the Frateris Templar, Vol XIII}}&lt;br /&gt;
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This is the current tactics page for the [[Solar Auxilia]] in HH 2.0. The 1.0 tactics can be found [[Warhammer 40,000/Tactics/Solar Auxilia (30k)|here]]&lt;br /&gt;
&lt;br /&gt;
For the generals on how to play the game and the basics on list building (as well as other tactica rules), you may want the General tactics page. You may also find the Horus Heresy general thread as &amp;quot;/HHG/&amp;quot; on [[/tg/]].&lt;br /&gt;
&lt;br /&gt;
==Why play the Solar Auxilia==&lt;br /&gt;
Because in a time of [[Space Marines|angels]] and [[Primarch|demigods]], it takes true grit to be a mere man and to stand among them, let alone fight them. Solar Auxilia are the elite humans of the [[Horus Heresy]], but that doesn&#039;t mean much when you&#039;re going up against genetically engineered post-humans wrapped in power armour. They&#039;ll be relying on massed firepower, tanks and respectable 4+ armour saves to carry them to victory, while gritting their teeth and bearing the punishment that they can&#039;t brush off. It truly can be a hard time to be a mortal among demigods.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might&#039;ve seen their models and decided that a steampunk-fantasy 50&#039;s sci-fi cosmonaut aesthetic is your jam. And with the drip on those voidsmen, how could you not?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Amazing looking models!&lt;br /&gt;
*Stormtrooper-tier soldiers with Imperial Guard numbers.&lt;br /&gt;
*A wholly original army just for 30k, making it pretty unique.&lt;br /&gt;
*Models with one of the coolest aesthetics GW/FW have ever produced.&lt;br /&gt;
*One of the best shooting armies in the game.&lt;br /&gt;
*The new Cohort Doctrines give Solar Auxilia some very nice diversification in their playstyles and army building.&lt;br /&gt;
*Did we mention the models?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Lost the handholding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and &#039;&#039;Blast&#039;&#039; weapons will evaporate Solar Auxilia units with each shot since they&#039;re all AP4 now. Thanks to the &#039;&#039;Close-order&#039;&#039; sub-type, you have a unit coherency of 1&amp;quot;, which means your dudes will die in droves the moment your enemy pulls out a pie plate. This won&#039;t be a problem for your Marine playing opponents and their 3+ armour saves.&lt;br /&gt;
*This is not the Tank edition and most of your armour is far more limited in their usefulness and which guns are effective.&lt;br /&gt;
*Most of your stuff is more expensive now compared to 1E, and that&#039;s on top of core game mechanics favouring Marines. Point-per-point, you will lose to Astartes.&lt;br /&gt;
*Dreadnoughts are one of the most effective things in this edition, and you have none. Your options for taking them out are also limited.&lt;br /&gt;
*This army is expensive to build. Forget selling your own organs, you&#039;ll have to build a drug empire and spend your nights hunting people and harvesting all of their organs. Their fluff of highly standardized equipment makes every alternative a bad proxy.&lt;br /&gt;
&lt;br /&gt;
==Core Warlord Traits==&lt;br /&gt;
Solar Auxilia do not get unique warlord traits, so you better pick the generic one that grants you the extra reaction in the phase of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Bloody-Handed:&#039;&#039;&#039; +1 to combat resolution within 12&amp;quot;. Extra Assault Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; Grants &#039;&#039;Pinning&#039;&#039; to the shooting attacks of his unit, provided they cause at least one unsaved wound. Extra Shooting Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Ever-vigilant:&#039;&#039;&#039; Warlord&#039;s unit uses his Initiative + 1 instead of the lowest Initiative in the unit when running. Extra Movement Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Legate:&#039;&#039;&#039; Restricted to a Leman Russ Command Tank upgraded with Combat Doctrines if using an Armoured Fist Pattern Cohort. The model gains a 5+ Invulnerable Save and +1 BS (taking it to 5).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close-Order Sub-Type:&#039;&#039;&#039; One of the key ways the army functions. The entire squad now has a unit coherency range of 1&amp;quot;, cannot Run or Sweep, but they can move up to half their movement speed and still be able to shoot any Heavy weapons as if they stood still.&lt;br /&gt;
**It&#039;s most notably found on your Troops and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris Tercios, so keep that in mind; they still can&#039;t Run because they&#039;re &#039;&#039;Heavy&#039;&#039;, but they can spread out to avoid Blasts/Templates and &#039;&#039;&#039;can&#039;&#039;&#039; Sweep after winning combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tercio &amp;amp; being &amp;quot;In Formation&amp;quot;:&#039;&#039;&#039; The &#039;&#039;Tercio&#039;&#039; special rule is the other key way the army functions, basically allowing you to group multiple units in a single FOC slot. When units belonging to the same Tercio/slot are within 3&amp;quot; of each other, they are considered to be &amp;quot;In Formation&amp;quot;. Being &amp;quot;In Formation&amp;quot; gives your troopers benefits such as being able to React in the same way during a Reaction that requires Shooting or Movement, and other things depending on your Cohort Doctrine.&lt;br /&gt;
**In essence, this is the Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board); this gives you the &#039;&#039;&#039;WALL OF GUNS&#039;&#039;&#039; as an Overwatch weapon.&lt;br /&gt;
**Note the wording of this special rule says you only have to be with 3&amp;quot; of another unit of the same tercio, not &#039;&#039;&#039;all&#039;&#039;&#039; units of the same tercio. This means you can spread your 3 unit tercio out by &amp;quot;anchoring&amp;quot; a unit on each flank with one in the center/behind them both. Or with the Ultramar Pattern Cohorts can actually operate a single tercio as 3 pairs of two...without losing the ability to unload hell from all 6 if any of them is charged.&lt;br /&gt;
&lt;br /&gt;
===Cohort Doctrines===&lt;br /&gt;
The best bit of the older Militia rules applied to the Solar Auxilia, to the point it deserves a section of its own. There are eight options to pick from, which are unlocked either by a model with the &#039;&#039;Cohort Doctrines&#039;&#039; special rule, or a model without the rule upgraded to have it via a specific Cohort Doctrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The regiments that most resemble those of the early Great Crusade, such as the 1st to 10th &#039;Saturnyne Rams&#039;, and the cohorts based upon them. These favour an older, more elite style of warfare, [[Stormtrooper|very focused on aerial insertions and boarding actions]]. This is the elite option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Veletaris Tercios may be taken as Troops choices. The boys are fucking back!&lt;br /&gt;
**Due to the disappearance of the Flamer Section from the Auxilia Infantry Tercio, using this Doctrine and taking Heavy Flamers on your Veletaris Vanguard Section is now the only way to get massed Flamers from Troops.&lt;br /&gt;
**Indirectly lets you take lots of Charonite Ogryn Sections, as there&#039;s literally nothing else in your Elites slots. Is that a good idea? That&#039;s another matter.&lt;br /&gt;
*All units in an Auxilia Veletaris Tercio can take Arvus Transports as Dedicated Transports.&lt;br /&gt;
**Provides an interesting alternative deployment method for your Veletaris; namely, Deep Striking in their flying transport. That said, it&#039;s extremely frail and will die to any sort of &#039;&#039;&#039;Interceptor&#039;&#039;&#039; fire, so think carefully.&lt;br /&gt;
*All Auxilia Veletaris Tercios taken as Troop choices gain &#039;&#039;Line&#039;&#039;, enabling you to skip Auxilia Infantry Tercios altogether and build a crack close-quarters infantry core. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The Detachment cannot take more than one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio.&lt;br /&gt;
**This doesn&#039;t stop you from bringing some allies with tanks and artillery, assuming the nine Leman Russes in the Auxilia Armoured Tercio aren&#039;t enough. Likewise, the Auxilia Artillery Tercio allows up to nine Rapier Carriers, so this should not be a problem. Moreover, you can always take non-Tercio units, as your Heavy Support slots aren&#039;t actually restricted. Want more Leman Russes? Here, take a squadron of Malcadors instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ultramar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
A new formation meant to tackle the evolution of battle in the late Great Crusade, pioneered by none of other than [[Roboute Guilliman]], proving himself [[spiritual liege|once again the master of all of the myriad disciplines of war]]. These are cohorts like the 255th Calth &#039;High Guard&#039; and the 204th Manachean Cohort. The massed infantry option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Infantry Tercios (referred to in this Doctrine as Auxilia Rifle Tercios, at least according to their Tercio Organisation Chart) can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; Rifle Sections]]. Considering you had 6 Troops slots, could take up to 3 Rifle Sections in each Infantry Tercio to begin with, and had no special weapons units, this is not truly necessary.&lt;br /&gt;
**There is one benefit to this, however. [[Dakka|It lets you react with 6 Rifle Sections worth of fire]] and 120 S6 shots are enough to kill a maxed squad of Tacticals/Despoilers or even a 5 man squad of Terminators.&lt;br /&gt;
*Rifle Sections and Line Command Sections gain +1 To Hit during Shooting Attacks when all models in the unit are in base contact with at least one other model from the same unit.&lt;br /&gt;
**A mirror to the old Close Formation Fighting of 1.0, except holding hands buffs your shooting instead of your melee now. This can be difficult to use; it&#039;s kind of the whole point of taking the Doctrine, but using it is basically inviting your opponent to unload all of his Blasts/Templates on you. Since there&#039;s otherwise no FOC limitations, consider taking some Valdors to shut enemy artillery up with &#039;&#039;Shock Pulse&#039;&#039; so that your infantry can form up in peace. &lt;br /&gt;
**Alternatively, you&#039;re not required to [[Warhammer Fantasy|actually form up in a square]]; take a leaf from the Napoleonic British by forming thin lines so you can still be extremely annoying to hit with Blast/Template weapons, while most of the unit will probably still be in range because Lasrifles have a 30&amp;quot; range in a game where everyone else&#039;s basic infantry weapons have a 24&amp;quot; range or less... or you can just field your Rifle Section models in pairs or trios, then space these out as normal. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Rifle Sections and Line Command Sections cannot take any Dedicated Transports. This can be problematic for the purposes of taking objectives, as the &#039;&#039;Close-order&#039;&#039; sub-type prevents Running and you have reduced Initiative for Movement Reactions. Be prepared to use Aurox-mounted Tactical Command Sections with Cohorts Vexilla to take objectives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reborn Cohorts&amp;quot;&amp;gt; &lt;br /&gt;
Recently disbanded regiments whose veterans, upon hearing of the Heresy, decided to come out of retirement to kick some ass. While a bit more grizzled, those years have clearly taken their toll on the soldiers. The most famous example is Agathon&#039;s 1522nd Cohort, better known as &#039;The Lord Marshal&#039;s Own&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units in the Detachment gain +1 to their Leadership and the &#039;&#039;Stubborn&#039;&#039; rule.&lt;br /&gt;
*If a unit has not moved, it may re-roll To Hit rolls of 1 when shooting.&lt;br /&gt;
**Re-rolling 1s is not as good as gaining +1 To Hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The ten Plasma/Melta weapons your HQ Sections get? Re-roll 1s. Gravis Lascannon Leman Russ? Re-roll 1s. Valdor? &#039;&#039;&#039;Re-roll 1s.&#039;&#039;&#039; Your Rifle Sections and Heavy Support choices all have good range, so standing still should not be a problem. You&#039;re also assumed as being stationary for the purposes of shooting during Reactions, so you get improved &#039;&#039;&#039;Return Fire&#039;&#039;&#039; and &#039;&#039;&#039;Overwatch&#039;&#039;&#039;, which you&#039;re already very good at because your infantry come in Tercios. Re-rolling 1s To Hit also makes &#039;&#039;Gets Hot&#039;&#039; a very minute concern, so Plasma weapons/Valdors basically don&#039;t blow themselves up anymore. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The Detachment cannot take more than a single Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. See the Solar Pattern tab for comments. &lt;br /&gt;
*Infantry units are considered to have Initiative 1 for the purposes of making Reactions, Running and Sweeping Advances. They also reduce their Initiative by 1 when determining the order of attack during the Assault phase.&lt;br /&gt;
**Not as bad as it sounds, as -1I does absolutely nothing to hinder your shooting and shooting Reactions, which is where you do your damage. Melee Veletaris units also have &#039;&#039;Unwieldy&#039;&#039; and &#039;&#039;Heavy&#039;&#039; to begin with, so the only downside is I1 for Sweeping Advances and movement Reactions, while Rifle Sections are I3 and hit after MEQs anyway. It &#039;&#039;will&#039;&#039; affect any melee-oriented Tactical Command Tercio sections you take, but why are you building them for melee when you can get re-rolls on your ranged special weapons?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Regiments that recruit from savage worlds or barbaric cultures, resulting in fearsome but overly aggressive troopers akin to the 142th &#039;Cthonian Headhunters&#039; or 905th &#039;Ash Scorpions&#039; from [[Flame Falcons|Lethe]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Any unit made purely of infantry models may purchase &#039;&#039;Fear (1)&#039;&#039; for +25pts. This is regardless of size, so bulk up those squad size numbers.&lt;br /&gt;
**Functions well with needle pistol spam, as you increase the chance of enemies failing the &#039;&#039;Pinning&#039;&#039; check.&lt;br /&gt;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being &amp;quot;In Formation&amp;quot;. This encourages you to cram as many models as possible into each Tercio. It also mitigates the impact of being forced to Charge; even if you fail and get Charged instead, you still get your +1A. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You must Charge as soon as you are given the chance. So much for the famed Saturnyne Ordo&#039;s discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent Charging. The &#039;&#039;Close-order&#039;&#039; sub-type allows Charging after firing Heavy/Rapid Fire weapons, so your infantry can effectively always Charge and therefore must Charge. Better get them melee weapon upgrades.&lt;br /&gt;
*Loyalist armies can&#039;t handle the tribal drip (read: skulls on ropes and tribal tattoos on the armour) and treat Feral Pattern Cohorts as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;, regardless of what the Allies Matrix says. No word on Custodes/Sisters of Silence, who, as Agents of the Emperor, are &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with all Loyalist armies and do not appear on the Matrix at all; also, this being Loyalist only makes [[Ultramarines|more]] [[Night Lords|sense]] for allies with some Legions than [[Space Wolves|some]] [[Emperor&#039;s Children|others]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoured Fist Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Achtung Panzer!&#039;&#039;&#039; This Cohort Doctrine is built around tanks and multiple Solar Auxilia armies were fielded like this during the Heresy, as the tanks helped level the playing field when facing off against the Legiones Astartes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios may be taken as non-Compulsory Troops, but each can only be made up of a single Leman Russ Strike Squadron. &lt;br /&gt;
*A single Leman Russ Command Tank must be selected as the Warlord, locking out any HQ choice that outranks him. The Command Tank gains the &#039;&#039;Armoured Legate&#039;&#039; Warlord trait, granting him +1 BS and 5++, and &#039;&#039;Cohort Doctrines&#039;&#039;, allowing you to skip taking a Legate Marshal.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units must begin the game Embarked in transports or in Reserves. You need your Rifle Sections to take objectives, but they&#039;re far too slow to reach objectives while footslogging in from Reserves and Dracosans are too expensive to give to every squad, so expect to field squads of 10 guys in an Aurox. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Penal Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia was meant to be the elite of the [[Imperial Army]], but that didn&#039;t stop governors and Excertus officers from cutting corners in both budget and recruitment. This resulted in less cohesive cohorts, who nevertheless managed to give exemplary service on many occasions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Models in Rifle Sections gain &#039;&#039;Feel No Pain (6+)&#039;&#039; and, along with all models with the &#039;&#039;Tercio&#039;&#039; rule, gain &#039;&#039;Furious Charge (1)&#039;&#039;. This puts you up to Space Marine strength on the Charge, while &#039;&#039;Feel No Pain (6+)&#039;&#039; means you can skip Medicae on your grunts. However, you&#039;re still T3 and will suffer ID from everything that is Power Maul-level and up, so watch out. &lt;br /&gt;
*Any model can replace their lasrifle or volkite charger with a variety of S3 AP- weapons for free: autorifle/lasgun (24&amp;quot; Rapid Fire), lascarbine (18&amp;quot; Assault 2 AP6), shotguns (12&amp;quot; Assault 2 &#039;&#039;Concussive (1)&#039;&#039;) or stubcarbines (12&amp;quot; Assault 3). In addition, one Auxilia in any Rifle Section may take instead a heavy stubber for +5 points per model. The stubcarbine actually does more damage when in range than the lasrifle, the shotgun can level the playing field for Rifle Sections against MEQs in melee, and there are reasons below as to why you&#039;d replace the lasrifle with the nominally inferior lasgun or lascarbine. &lt;br /&gt;
**Swapping out your Veletaris Tercio&#039;s volkite chargers is almost always as stupid as it sounds, as the charger outperforms everything on the list damage-wise by a country mile. The only case it may work is dropping them for a mix of shotguns and storm axes to dump &#039;&#039;Concussive (1)&#039;&#039; on an enemy unit before the Charge. Think carefully about this, however; regular Rifle Sections can take shotguns as well, so it might be way smarter to have one of them support a pure storm axe Veletaris Section.&lt;br /&gt;
**Bayonets only come on lasrifles, so you cannot combine your &#039;&#039;Furious Charge (1)&#039;&#039; with bayonets for S5 if you&#039;ve taken replacement weapons. It makes zero sense for autoguns and lasguns to not get them, but it is what it is. &lt;br /&gt;
**You only need to take enough shotguns to cause a wound (saved or otherwise!) in order to trigger &#039;&#039;Concussive (1)&#039;&#039;. Against MEQs, this means you need 6 shots (1/2 chance to hit on BS3, 1/3 chance to wound T4 with the S3 shotgun) and therefore a minimum of 3 shotgun models (Assault 2). While you can take a couple of extra shotguns in case the dice don&#039;t go your way or the shotgun models get sniped, you should otherwise simply take stubcarbines for extra firepower. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All your units lose the &#039;&#039;Close-Order&#039;&#039; sub-type. Enjoy the extra coherency range and say goodbye to your heavy guns.&lt;br /&gt;
**Your infantry are basically back to being the [[Imperial Guard]]. Losing the &#039;&#039;Close-order&#039;&#039; sub-type means you cannot move and fire Heavy weapons like lasrifles, so get your mobility back by taking Rapid Fire/Assault weapons. However, if you&#039;ve taken a heavy stubber, you can&#039;t move and shoot anyway, so keep the lasrifles in that case.&lt;br /&gt;
**Not actually a con for your HQ Tercios, as they don&#039;t use Heavy weapons anyway and don&#039;t want to Charge. Regaining the ability to Run can actually be very helpful for full squads of Plasma/Melta that need to get into range.&lt;br /&gt;
*You can only take one Auxilia Veletaris Tercio. Not much of a drawback, as one Tercio is 3 units. If you still don&#039;t have enough short ranged firepower/melee, take Tactical Command Tercios.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Siege Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
These are the Solar Auxilia cohorts that clearly spent too much time around the [[Iron Warriors]]. These guys gained an affinity for siegecraft and bringing a bucketload of heavy artillery to rain hell upon their opponent. After all, a battery of field artillery is worth a thousand lasrifles.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios and Auxilia Artillery Tercios can be taken as both Heavy Support and Elites choices. Can actually be useful, as the Solar Auxilia Elites units aren&#039;t very good barring Veletaris (which come in Tercios anyway), while allowing you to spam the big guns you need to take out Dreadnoughts and the like.&lt;br /&gt;
*You can re-roll the Scatter direction die when firing &#039;&#039;Blast&#039;&#039; and &#039;&#039;Barrage&#039;&#039; weapons.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You MUST purchase Dedicated Transports for every unit. You don&#039;t need to start the game in said transports, but that sorta defeats the purpose of having to pay for them. You want to rain hell as you advance? Mechanize. Like Armoured Fist, this means taking small infantry units or taking Dracosans.&lt;br /&gt;
**This means no Charonite Ogryn Sections, as they cannot take DTs. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Because Forge World loves to cram battle-automata wherever they can, and we&#039;re not here to complain.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Castellax Battle-automata Maniples and Thallax Cohorts can be taken as Elites choices.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you can keep the bots under control. Additionally, the Legate Marshal gains &#039;&#039;Master of Automata&#039;&#039; to keep with the bots.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You can only take one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. Not a big downside considering how much you can cram into a single Tercio of any type.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear of the Solar Auxilia==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charnabal Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Duelling weapons that rely on speed and precision over brute strength. A few more of these have been added in 2.0, but they all follow the same general theme of relying on &#039;&#039;Breaching&#039;&#039; instead of normal AP, but gaining initiative in challenges. A surprising number of Solar Auxilia units can take these weapons, with varying degrees of usefulness.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Sabre:&#039;&#039;&#039; The standard Charnabal weapon, with S-User, &#039;&#039;Breaching (5+)&#039;&#039; and &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;. The option that will inflict the least wounds due to having no strength bonus, but strangely the one that will inflict the most AP2 wounds due to having a better version of &#039;&#039;Breaching&#039;&#039; than the Tabar and having more attacks than the Glaive. Because your men are Strength 3, you will only wound MEQs on a 5+ anyway, making it practically an AP2 weapon at base. However, this also means it scales terribly with bonus strength (Biomancy, &#039;&#039;Furious Charge&#039;&#039;) and cannot threaten &amp;gt;T5 targets. For Dreadnought/Automata combat, look at the Power Weapons list.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Tabar:&#039;&#039;&#039; Yeah, I didn&#039;t know what a Tabar is either (it&#039;s a Persian battle axe of yore), and the Charnabal version isn&#039;t too much to write home about. It is a little bit worse than the Sabre as it has the same &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;, and only has &#039;&#039;Breaching (6+)&#039;&#039; in exchange for S+2, which is kind of meh when compared to some Power Weapons. Going up to Strength 5 could help you wound tougher enemies, but those wounds will most likely just bounce off their armour due to the inferior &#039;&#039;Breaching&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Glaive:&#039;&#039;&#039; &#039;&#039;Duellist&#039;s Edge (2)&#039;&#039;, &#039;&#039;Breaching (5+)&#039;&#039;, S+1, &#039;&#039;Two-handed&#039;&#039;. Hitting before most MEQs is nice, but is it worth giving up chances to trigger &#039;&#039;Breaching&#039;&#039; by losing your +1 attack from having 2 weapons?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The high AP combat weapons that are slower than Charnabal Weapons, but offer more killing power.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; The standard AP3 power weapon, but now it comes with &#039;&#039;Rending (6+)&#039;&#039; so you can actually cut through Artificer armour. It&#039;s not reliable, but a buff is a buff. Generally not worth it for the Solar Auxilia, as the Charnabal Sabre outperforms it against most MEQs and TEQs. It is better against Dreadnoughts and Automata, but why would you ever try to fight those in melee?&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; The same old S+1 AP2 &#039;&#039;Unwieldy&#039;&#039; weapon. Your strength 3 wasn&#039;t going to ID any MEQs anyway, so this could be a budget alternative to the Power Fist. Your low strength also makes the Axe inferior to the Sword when fighting everything above T4 (same wounding and AP, but Sword is not &#039;&#039;Unwieldy&#039;&#039;), so take the Sword if you expect to fight Dreadnoughts and the like. That said, it is worth considering if you have strength buffs from allied Biomancy Psykers and/or &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine, meaning you can for once wound more than Charnabal Sabre/Power Sword.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; Got a very nice buff as it is still S+2, but now it is also AP3 so it can actually kill marines rather than bouncing off their armour. Also decent against Automata, as you wound them reliably. &lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Also received a very helpful buff in the new edition. They are now S+1, AP3 standard and include the &#039;&#039;Reach (1)&#039;&#039; special rule, making it more consistent and actually useful after a charge. This allows your HQ sections to &#039;&#039;&#039;a.&#039;&#039;&#039; get to S4 and wound MEQs on a 4+ and &#039;&#039;&#039;b.&#039;&#039;&#039; hit before MEQs, which is very nice indeed.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2, AP2 and &#039;&#039;Unwieldy&#039;&#039;, the Power Fist is unable to ID MEQs due to your reduced strength, but it does allow your men to wound MEQs on a 2+ and gives you a better chance against Dreadnoughts and Automata. Has &#039;&#039;Specialist Weapon&#039;&#039; unlike everything else on the list; as none of your models can take 2 &#039;&#039;Specialist Weapons&#039;&#039;, this means you cannot get extra attacks. &lt;br /&gt;
**You can get back to S8 and ID MEQs by adding Biomancy (read: allied Librarian) and &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine to your original S6 attack. The HQ officers who can take this are all at least A3 and can go to WS5, so they&#039;re actually able to make good use of the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Melee Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The weapons that don&#039;t fit into the other categories.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; A 1 point upgrade to give your men +1S to all melee attacks, but it has &#039;&#039;Two-handed&#039;&#039;, meaning you don&#039;t get extra attacks for having a second close combat weapon/pistol. You don&#039;t care about that because literally every model in the list that can get CCW/pistol is required to give up their Lasrifle for it, meaning everyone that could get bayonets will not have 2 melee weapons anyway. Gives your rifle sections the ability to wound marines on a 4+, or better if you take the right Combat Doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The standard S-User, AP- chain weapon, but now it has &#039;&#039;Shred&#039;&#039;. Only available to Companions in the Command Tercio, and at [[wat|5 points each]] they&#039;re absolutely not worth it. &lt;br /&gt;
*&#039;&#039;&#039;Charonite Claws:&#039;&#039;&#039; The weapon of choice for your Ogryns. S7 AP3 &#039;&#039;Two-Handed&#039;&#039; and [[fail|Rending (6+)]]. A step down from the old rules, but still your best bet for fighting Automata in melee. Unfortunately, &#039;&#039;Furious Charge&#039;&#039; doesn&#039;t work on it as a fixed strength weapon.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; A completely different weapon from 1.0. Instead of being a 5&amp;quot; S10 AP2 pie plate of doom capable of destroying everything under it, it&#039;s now S12 AP3 3&amp;quot; &#039;&#039;Sunder Brutal (3) Rending (6+)&#039;&#039;. It won&#039;t do anything against Dreadnoughts due to being AP3, but it&#039;s an excellent anti-Automata weapon, as it wounds easily, causes lots of wounds and ignores armour. Also useful in a pinch as anti-vehicle, as S12 &#039;&#039;Sunder&#039;&#039; will more or less guarantee penetration.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Cannon:&#039;&#039;&#039; 240&amp;quot; S9 Ordnance 1 is decent enough against vehicles, but being AP4 instead of AP3 makes it basically worthless against MEQs and &#039;&#039;Shred/Pinning&#039;&#039; simply doesn&#039;t do enough to compensate for it regardless of 5&amp;quot; blast. Can be useful against non-Space Marine armies, but is that really a selling point in the Space Marine civil war game?&lt;br /&gt;
*&#039;&#039;&#039;Medusa Mortar:&#039;&#039;&#039; The old TEQ killing king has seen a very unfortunate nerf. It&#039;s the same as above, except with 36&amp;quot; and &#039;&#039;Rending (6+)&#039;&#039; instead of &#039;&#039;Shred&#039;&#039;. Much too expensive as self-propelled artillery in Heavy Support, while too short-ranged to be stationary artillery in Fortifications. Pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; Widely available as sponson/hull mounts on tanks. Has gained &#039;&#039;Rending (6+)&#039;&#039; for improved performance in general, but remember that it&#039;s &#039;&#039;&#039;not&#039;&#039;&#039; a Defensive Weapon because it&#039;s S7, so it must fire on whatever the main cannon is shooting unless you have other special rules. This generally isn&#039;t a problem because the autocannon can do literally anything serviceably, but you can get actual Defensive weapons if you want emergency anti-infantry, while you should have taken a Lascannon if you wanted heavy duty anti-vehicle. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; A literal modern day HMG. Widely available as a pintle mount on all of your vehicles, as you don&#039;t get combi-bolters. 3 shots of S4 AP6 really isn&#039;t much, but it&#039;s only 5 points so you&#039;ll make your points back if you kill just 1 guy. Also a Defensive weapon due to being &amp;lt;S7, so it can act as point defence and fire independently of your main guns. Not bad to be honest.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Nerfed into the ground because people were complaining about low AP pie plates making massed infantry unplayable. Instead of the previous MEQ-murdering S8 AP3 5&amp;quot; blast, now a S8 AP4 3&amp;quot; blast. The blast is too small to be useful against infantry, while against everything else it is far outperformed by its brother...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Battle Cannon:&#039;&#039;&#039; Lost &#039;&#039;Armourbane&#039;&#039;, but is now 2-shot and has &#039;&#039;Brutal (2)&#039;&#039;. An excellent anti-Dreadnought weapon, as you can wound reliably, cause multiple hits and then cause multiple wounds. Also gained &#039;&#039;Sunder&#039;&#039;, so still very good against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter&#039;&#039;&#039;: The Space Marine standard 24&amp;quot; S4 AP5 Rapid Fire weapon. Everyone who can take one can also take a Minor combi-weapon, which is objectively superior. Take those instead.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; Usually available as hull mounts on tanks. As far as a stock weapon goes, 36&amp;quot; Heavy 4 S5 AP4 really isn&#039;t bad, and is arguably better than the Multi-laser you usually get instead in this army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combi-Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Half a Bolter, half another gun. There are two categories of Combi-Weapons, with Magna only getting one shot with their alternate gun, and Minor getting to fire multiple times. It&#039;s definitely worth mentioning that Combi-Weapons can fire BOTH primary and secondary weapons without requiring the &#039;&#039;Firing Protocols (X)&#039;&#039; rule. Squads armed with them are able to throw out a surprising volume of firepower. All of the models that can take this are BS4, so you&#039;re as likely to get what you paid for as you would on Space Marines. &lt;br /&gt;
*&#039;&#039;&#039;Minor Combi-Weapons:&#039;&#039;&#039;: Flamers, Volkite Chargers, and Grenade Launchers. Grenade Launchers seem to be the standout pick, but the Strength of these weapons has dropped to 5 on the Krak profile, and resolving lots of weak Blast (3&amp;quot;) shots in a turn with the Frag profile means they&#039;re a pain to play. Of course, the combi-Flamer reigns supreme against hordes. &lt;br /&gt;
**The Grenade Launcher is always inferior to the Volkite Charger in terms of damage. 1 shot at S5 AP4 is worse than 2 shots of S5 AP5 &#039;&#039;Deflagrate&#039;&#039; against any opponent, while the potential to make lots of hits using the frag grenade is also the same anti-light infantry specialisation as the Volkite Charger. The Frag&#039;s &#039;&#039;Pinning&#039;&#039; and either option&#039;s 24&amp;quot; can be useful, but taking the combi-Volkite is generally better.&lt;br /&gt;
**These are not generally good ideas. Minor Combi-Weapons are anti-light infantry weapons, but you should already have enough of that between your Rifle and Veletaris sections. Don&#039;t throw away your only source of Plasma/Melta to do something the rest of your army is already doing.&lt;br /&gt;
**&#039;&#039;&#039;Magna Combi-Weapons:&#039;&#039;&#039;: Meltaguns and Plasma Guns. Not generally a good idea, as everyone who can take these can also take actual Plasma/Melta weapons at a similar price. If you want special weapons, take the actual special weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Template weapons, meaning they don&#039;t test on BS and instead auto-hit everyone under the teardrop. &lt;br /&gt;
*&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Very nice at 2 points for the same S3 as the Laspistol, except with a lot more hits. However, has the same problem as all of the pistol upgrades in that it replaces the stock longarm the unit gets. &lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; A moment of respect for the vanished Flamer Section here. Instead, Flamers are now only available to HQ Tercio Sections. Do not take them as standalone weapons under any circumstance, as a combi-version is available at the same price. Otherwise a decent weapon, as S4 AP5 template can cause a lot of wounds and force failed saves.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; S5 AP4, and is therefore extremely deadly against anything weaker than an MEQ and can cause enough hits to force failed saves even against them. That said, it&#039;s mostly available as a sponson/pintle mount on your vehicles, most of which do not want to be in flamer range to begin with. Also an alternate choice for Veletaris Vanguard Sections instead of their Rotor Cannons, in case you prefer actually killing people instead of Pinning them. Is a Defensive weapon on vehicles due to being &amp;lt;S7, so it can torch nearby infantry while the main gun shoots something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; Same old S3 AP- Pistol. Don&#039;t expect to see this a lot, as only your sergeants get it and they will almost always get to choose their unit&#039;s normal gun instead, or can take better pistols like...&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; The Hellpistols of the 31st Millennium. Actually very powerful weapons at S6 AP4 Pistol 2 (stronger than a Volkite Charger!), but only available to HQ sections (where it competes directly with special weapons) and unit sergeants, where its 9&amp;quot; range can be troublesome when the rest of the squad has 15&amp;quot; or 30&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Lasrifle:&#039;&#039;&#039; The mainstays of the Solar Auxilia. Unlike last edition, these have all the attachments stock and thus have two different settings to use. Volley is your classic lasgun-like with 30&amp;quot; Heavy 2 S3 AP6. Blast Charger gives you the high-power punch with 18&amp;quot; Heavy 1 S6 AP4.&lt;br /&gt;
**The Blast Charger should be used at every opportunity. It inflicts ID on T3 models (denying &#039;&#039;Feel No Pain&#039;&#039;), offsets being 1-shot by having more than twice the probability to wound T4/5 targets compared to the standard shot, and can actually wound T6 and above. There are very few circumstances where Volley Fire will do more damage.&lt;br /&gt;
**That range will be a necessity, as the &#039;&#039;Close-Order&#039;&#039; sub-type severely hampers the mobility of the men carrying them. That said, &#039;&#039;Close-order&#039;&#039; also lets you at least move somewhat while firing the Lasrifle.&lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; &amp;quot;What if I tied 3 Blast Charger rifles together?&amp;quot; You get this. 3 shots of S6 AP6, available by the bucketload on your vehicles. You don&#039;t really get Heavy Bolters, so it will have to be this for anti-light infantry. Is a Defensive Weapon on vehicles due to being &amp;lt;S7, so don&#039;t be too worried if the main gun is an anti-tank weapon.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; &amp;quot;What if my Multi-laser fired one big shot instead?&amp;quot; Good old 48&amp;quot; S9 AP2, except it has gained &#039;&#039;Sunder&#039;&#039; for improved penetration rolls. Also an instrument for killing the much-improved Terminators and Dreadnoughts in this edition, as you need the S9 to ID 2W TEQs now and Dreadnoughts are now pseudo-Monstrous Creatures with 2+/5++.&lt;br /&gt;
*&#039;&#039;&#039;Gravis lascannon:&#039;&#039;&#039; 2 of the above, so you get 2 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Your only source of Melta weapons in the list except for the Legate Marshal, available to your HQ Tercio Sections. The customary Assault 1 S8 AP1 &#039;&#039;Armourbane (Melta)&#039;&#039; weapon capable of melting TEQ and vehicle alike, but its 12&amp;quot; range can be very limiting. The squads which have this all have &#039;&#039;Close-order&#039;&#039;, preventing you from running into range, while it being an Assault weapon receives no benefit from the unit subtype. If you&#039;re taking a full squad of these, get a transport. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Needle Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; Yet another pistol upgrade for your characters, with all of the problems it implies by dint of not being a standard ranged weapon. It&#039;s a different flavour to the Blast Pistol in that they&#039;re both 2-shot weapons that wound easily, but this one uses &#039;&#039;Poison&#039;&#039; instead of high strength. You&#039;re not likely to get &#039;&#039;Pinning&#039;&#039; either; you&#039;ll likely cause a wound, but you don&#039;t normally get any leadership debuffs to the test. &lt;br /&gt;
**However, it can be an interesting choice if you&#039;re set on abusing Tercio mechanics. You can potentially cause multiple &#039;&#039;Pinning&#039;&#039; tests by having characters from multiple sections use this weapon on Reactions, cancelling a charge and leaving the enemy Pinned in the middle of your gunline. Works particularly well if you have &#039;&#039;Fear&#039;&#039; from Feral Pattern Cohort.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Generally weapons with S7 AP4 &#039;&#039;Breaching (4+) Gets Hot!&#039;&#039;. Your models generally have 4+ saves, which means they do NOT get their armour save against &#039;&#039;Gets Hot!&#039;&#039; this edition. However, all infantry models who can get one of these (except for Lasrifle Section sergeants and Medicae) have an Invulnerable save, can upgrade their armour, or both, so it&#039;s not that bad. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Actually reasonably priced at 5 points, but it has the same problem as the Blast Pistol; if you have one in the first place, you&#039;ve given up your rifle, which is just a bad idea in principle. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire available to your HQ Tercio Sections and is a decent choice for killing MEQs. However, TEQs having 2W now means you&#039;ll need a lot more shots to take them out. Faces stiff competition from the Meltagun, which while being 1-shot can ID TEQs and ignore their armour. That said, neither weapon can  ID Custodes/Dreadnoughts/Automata anyway, while the Plasma Gun could already ID T3 models, so the Plasma Gun&#039;s 12&amp;quot; extra range and extra shot within 12&amp;quot; can give it the advantage against non-Marine opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volkite Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
*&#039;&#039;&#039;Volkite Charger:&#039;&#039;&#039; The weapon that makes your Veletaris Tercios so fearsome at short range. Assault 2 S5 AP5 &#039;&#039;Deflagrate&#039;&#039; is already nice, but it becomes absolutely disgusting when it comes in squads of 20 and squads come in Tercios of 3. Space Marine Legions wish they could take so much firepower in one slot. Also available on your HQ Tercio Sections, but they have even better choices, so look elsewhere. 15&amp;quot; can be limiting when everyone who can take them is &#039;&#039;Heavy&#039;&#039; or &#039;&#039;Close-order&#039;&#039;, and thus cannot Run into range; your units are cheap and large enough to make a few casualties acceptable, but think about transports, Deep Striking and the like.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Comes with Krak (S5 AP4) and Frag (S3 AP6 &#039;&#039;Pinning&#039;&#039;) munitions and only available on your HQ Tercio Sections. Never take this as a standalone weapon, as the said Sections can take a combi-version of it at the same price and they have better options in any case.&lt;br /&gt;
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===Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Void Armour:&#039;&#039;&#039; Space Carapace armour that gives a 4+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Void Armour:&#039;&#039;&#039; Void armour that also has the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Void Armour:&#039;&#039;&#039; Power armour, as it gives the wearer as 3+ save and the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Vexilla:&#039;&#039;&#039; The basic one. +1 to combat resolution and stop your voidsmen from running off the table.&lt;br /&gt;
*&#039;&#039;&#039;Command Vox:&#039;&#039;&#039; The master vox. Any unit with one can share their Leadership with any other unit that has a Vox Interlock or another one of these, allowing them to use the officer&#039;s decent leadership. Works from Reserve, so feel free to hide your Legate Marshal in a Line Command Section in Reserve to broadcast his Ld10 to your entire army.&lt;br /&gt;
**&#039;&#039;&#039;Vox Interlock:&#039;&#039;&#039; 1-way radio, allowing units to use the Leadership of anyone with a Command Vox. Useless without a Command Vox, so don&#039;t take 9 of these without actually having a squad with a Command Vox.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Legate Marshal:&#039;&#039;&#039; 85 points, 0-1 restriction, Infantry (Heavy, Character) - the old &amp;lt;s&amp;gt;Lord Marshal&amp;lt;/s&amp;gt; LORD MARSHAL upgrade gets their own entry. Comes with Laspistol, Close combat weapon, Heavy Void Armour (for a 3+ save), Refractor Field, and frag and krak grenades. Can upgrade their pistol to a Blast Pistol, Needle Pistol, Hand Flamer, Volkite Serpenta, Plasma Pistol, Inferno Pistol or Archaeotech Pistol. They may also upgrade their CCW to a Power Weapon, Charnabal Weapon, Thunder Hammer, Power Fist or Paragon Blade. Any one weapon may be &#039;&#039;Master-crafted&#039;&#039; for 10 points. They may swap their armour with Artificer (you may remove the Heavy Sub-Type if you do), they may take an Iron Halo, as well as a Cyber-Familiar and Melta Bombs [[What|(those are &#039;&#039;&#039;20&#039;&#039;&#039; points. 20!)]]. So you can give them a 2+ save and 3++ invuln, and with the way snipers work now you absolutely should. &#039;&#039;Battle-hardened (1)&#039;&#039; 2+/3++ 4W makes him basically impossible to kill without S8 AP2, but WS5 S3 means he won&#039;t be killing Praetors anytime soon. Also has &#039;&#039;Stubborn&#039;&#039; and COMBAT DOCTRINES.&lt;br /&gt;
**COMBAT DOCTRINES unlock special bonuses for your army - these are your Rites of War, but are much more characterful, telling us the origins of your Auxilia army - so you will be seeing a Legate Marshal in nearly every list. &lt;br /&gt;
**Always put this guy in a unit with a Command Vox. This lets everyone in the army with a Vox Interlock use his Ld10 for Morale checks and Pinning, which you&#039;ll need because your basic Auxilia trooper is Ld6 and their sergeants are Ld7-8.&lt;br /&gt;
**The Thunder Hammer is strangely costed at the same as the Power Fist for him, and thus only 5 points more than a regular Power Weapon. For that price, you&#039;re a legitimate threat to Legion Centurions and the like despite your inability to ID, as you still wound on 2+ and you can force failed Invulnerable saves with &#039;&#039;Brutal (2)&#039;&#039;. As he&#039;s literally the only model in the list that doesn&#039;t go splat to a Marine Power Maul, your opponent might just leave the S8 AP2 weapons at home, leaving you at an advantage. Moreover, you can conceivably stack strength buffs on him to get back to S8, which considering his insane saves makes him basically a Space Marine Praetor in close combat. The Paragon Blade is more iffy; as discussed on the Legion Tactica, Terminators being 2W makes the Paragon Blade a lot harder to justify against them and 1W 2+ save models are rare nowadays. However, it is the only chance he has to get &#039;&#039;Instant Death&#039;&#039; short of &#039;&#039;Furious Charge&#039;&#039; and Biomancy, so if you really want to risk your lynchpin character in a big flashy duel, the Paragon Blade is the best weapon to kill a praetor or named character.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Tactical Command Tercio:&#039;&#039;&#039; The most elite Tercio in the list, composed of 1-3 units, one of which &#039;&#039;must&#039;&#039; be the Tactical Command section. This is for your fancy custom elites and where you get your special weapons (Plasma, Melta, combi-weapons, etc.) as Veletaris and Lasrifle Sections have little to no choice in weapon upgrades. You can also take Power/Charnabal weapons, but this is not recommended as you could have taken Storm Axe Veletaris for that instead, whereas as aforementioned this is your only source of special weapons. Unlike Veletaris/Rifle Sections, your sections come 5-10 here. [[Awesome|The whole Tercio gets Refractor Fields for 5++]] and has 2W on everyone except for the officers, who are somehow even tougher. &lt;br /&gt;
**The officers strangely cannot wield Power/Charnabal weapons with upgraded pistols, as the option for upgraded pistols only appears after you replace his Lasrifle with Laspistol/CCW, which is mutually exclusive with the option to swap Lasrifle with Blast Pistol and Power/Charnabal weapons. If you want a pistol stronger than a Blast Pistol, the only melee weapon upgrade that can be paired with it is the Power Fist.&lt;br /&gt;
**&#039;&#039;&#039;1 Solar Auxilia Tactical Command Section:&#039;&#039;&#039; The big banner squad, and while said banner is by no means mandatory, refusing to take it should be paramount to admitting defeat. The squad consists of a Solar Auxilia Captain with 3A 3W [[What|(yes, he has more wounds than a Space Marine Centurion)]] and his four friends who have &#039;&#039;Stubborn&#039;&#039;. They all come with Refractor Fields, Void armour, Melta Bombs and Lasrifles, but they can be upgraded to take a series of much better weapons like Volkite Chargers, Power Weapons paired with Blast Pistols, Combi-weapons and a couple of special weapons. The Captain can take Heavy Void armour, and be further upgraded to a Marshal (same thing except WS5 A4). The four companions can take between them a Command Vox, a Augury Scanner and an Auxilia or Cohorts Vexilla (the only unit in the army), and the squad can add five more companions more for a squad of ten and some ablative wounds. In particular, the Cohorts Vexilla confers &#039;&#039;Line&#039;&#039; on the unit and lets everyone in 6&amp;quot; of the Vexilla have Ld9 for Morale/Pinning checks. That last part won&#039;t come up often due to Command Vox/Vox Interlock, but &#039;&#039;Line&#039;&#039; is always nice.&lt;br /&gt;
**&#039;&#039;&#039;0-2 Solar Auxilia Companion Section:&#039;&#039;&#039; A squad of five Companions from the Command section, but as their own squad and a WS5 Ld8 3A sergeant. They can be upped to a squad of 10 and they&#039;re pretty good since they are essentially Veletaris+. Have the same weapon options as the Command Section, so equip them accordingly. Strangely has a blanket option for combi-weapons at 5pts as opposed to different pricing for Magna and Minor combi-weapons, so you can RAW take Magna combi-weapons for that price. That said, it&#039;s still a bad option compared to taking an actual special weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davinite Lodge Priest&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; What a surprise, an actually new unit to just lump into Legacies! A Traitor-exclusive &#039;&#039;Support Squad&#039;&#039; HQ from the place where Horus nearly died and got corrupted, they cannot become the Warlord and their combat power is lacking, but they can be useful as a support psyker. Their single power allows them to restore a wound on a model, though it&#039;s useless for resurrecting dead troopers. This does, however, make them decent for supporting Ogryns and allied Veterans and Terminators.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expeditionary Navigator&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A second &#039;&#039;Support Squad&#039;&#039; HQ that&#039;s a Psyker, with their power being the Lidless Stare - an S2 template with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Force&#039;&#039; so you have a chance to actually harm guardsmen and MEQ. This is their only combat value, as they&#039;re unarmed in melee aside from their meager laspistol.&lt;br /&gt;
**Their more valuable use is the 12&amp;quot; bubble they project, forcing the enemy to roll 3d6 for scattering. While it won&#039;t actually stop them from arriving, it can help throw them further off the board and maybe even kill some if they scatter into terrain.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Veletaris Tercio:&#039;&#039;&#039; The elite stormtrooper analogues, all given BS/WS4 and reinforced void armour, including the &#039;&#039;Heavy&#039;&#039; sub-type to help resist templates and blasts. Section sergeants can all take heavy void armor, giving them a 3+ save. The entire Tercio besides the Vanguard Section gets Volkite Chargers as part of their standard loadout, which gives them a good means on handling MEQs. They also lack the &#039;&#039;Close-Order&#039;&#039; sub-type, making them less of a juicy target to burn alive with templates.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Command Section:&#039;&#039;&#039; Your classic command squad can replace all their guns for power weapons, but anyone with half a brain can recognize that this would be an extremely stupid idea as it gives up one of your greatest advantages in being a Tercio unless you brought that Vanguard Section to pin them down or you&#039;re building a melee Tercio. Veletaris have marine-tier WS4 I4, but 1A and no pistol, so think carefully about equipping this unit for melee. For ranged damage output, just take another Storm Section, who at the same price get 5 more dudes and can go up to 20.&lt;br /&gt;
**&#039;&#039;&#039;0-3 Solar Auxilia Veletaris Storm Section:&#039;&#039;&#039; The volkite gunlines, and you get quite a few of them at 8 points per model. You can replace their guns with Storm Axes so you aren&#039;t stuck with mere CCWs. Storm Axes are +2S AP2 &#039;&#039;Unwieldy&#039;&#039; [[Awesome|(so you&#039;re at WS4 S5 AP2 like Power Axe MEQs)]]; they&#039;re &#039;&#039;Two-handed&#039;&#039;, but you have no pistol/CCW so you don&#039;t care. Each Veletarii only has one attack, but they compensate with [[wat|Murderous Strike (6+)]], giving them a fighting chance against 2-wound TEQs and most characters. The main problem, of course, is whether it&#039;s bright to build a melee squad in this list to begin with, which depends on the Cohort Doctrine you have.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Vanguard Section:&#039;&#039;&#039; Rather than Volkite, these guys get to carry Rotor Cannons to pin anything you want your other forces to mow down. Of course, if you&#039;re dealing with hordes such as the Imperial Army or daemons, then you&#039;d be better suited by grabbing Heavy Flamers for an entire block of templates. Mixing and matching is a decent idea; &#039;&#039;Pinning&#039;&#039; tests on the same leadership as long as you cause at least 1 wound and you&#039;re therefore not incentivized to max out on Rotor Cannons, while the prohibition on friendly fire can make using 20 Heavy Flamers difficult. If you&#039;re spamming Rotor Cannons purely for firepower, just take a few Lasrifle Sections.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Medicae Section:&#039;&#039;&#039; Cheap as chips at 15 point a pop, but only &#039;&#039;Feel No Pain (6+)&#039;&#039;, because whoever wrote the rules hates you. But hey, you can take pistols (at reasonable prices for once) and actual close combat weapons like Charnabal/Power and Power Fists now! If you&#039;re taking any, be sure to give these to your Command Tercio squads; everyone who knows about Solar Auxilia will try to snipe the Command Vox operators, and you want additional protection for him. Having another layer of protection against &#039;&#039;Gets Hot!&#039;&#039; on any plasma weapons is just the cherry on the cake.&lt;br /&gt;
**Barring the Power Fist, the melee weapons are arguably worth it considering you can pair it with the pistol for a total of 3 attacks base. Yes, taking a melee upgrade and a pistol upgrade doubles the cost of the model, but double of basically nothing is still basically nothing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Surgeon-Primus Aevos Jovan:&#039;&#039;&#039; Has &#039;&#039;Bitter Duty&#039;&#039; which means that he doesn&#039;t get to join anyone anymore, which is perhaps for the best as he&#039;s &#039;&#039;Bulky(5)&#039;&#039; thanks to his auto-gurney. How does he stay protected then? He has a low-priority-target aura that prevents him from being targeted from further than 12&amp;quot; away, unless he shoots first. Within 12&amp;quot;, he gives -1Ld to everyone (friend or foe) because he&#039;s Victor Frankenstein in the 31st Millennium. &lt;br /&gt;
**Instead of conferring &#039;&#039;Feel No Pain&#039;&#039;, he now straight up makes your guys come back to life. Once a turn, you can roll a D6 for any friendly Infantry model that dies within 12&amp;quot; of him in Movement/Shooting Phases. On a 1 it comes back with 1 wound and dies at the end of your next turn while having +1S/T until then. On 2-5, it just comes back with 1 wound. On a 6 however, it comes back with [[Awesome|ALL WOUNDS]]. Legate Marshal got blasted by a Volcano Cannon? Just respawn him, no biggie. You can also take up to 3 Orderlies, which you can [[Grimdark|sacrifice to the Auto-Gurney]] to increase or decrease your roll by 1, in case you want to make sure your Legate Marshal/Ogryn/(insert important model) comes back. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charonite Ogryn Section:&#039;&#039;&#039; They cost 40 pts per Ogryn, have S/T5, &#039;&#039;Rage (2), Hammer of Wrath (2), Feel No Pain (5+)&#039;&#039; and 4 attacks at S7 AP3 weapon with Rending (6+), what&#039;s not to like? Well, a lot, actually. First of all, at WS4 they aren&#039;t effective against dedicated Marine melee squads. Second, thanks to &#039;&#039;Bitter Duty&#039;&#039; your characters won&#039;t be joining them. Third, while they have a safety net of &#039;&#039;Death Frenzy&#039;&#039; (basically, if you fail a Morale check, remove one model and count that check as passed while getting +1 attack per model for the next turn for your trouble), their Ld of 6 will do jack shit against any other shenanigans with Ld. Oh, and the signature &#039;&#039;Instant Death&#039;&#039; on their claws was moved to the [[fail|1 attack Veletarii with Storm Axes]]. Their best use seems to be running them in front of the rest of the army as a speedbump; Marines with Sx2 weapons won&#039;t be able to ID these guys and have to chew through all three wounds on each Ogryn, buying some time for the rest of your army. They still come with no DT, but can be transported by Dracosans now.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Infantry Tercio:&#039;&#039;&#039; The bread and butter of your army, with most of your universal &#039;&#039;Line&#039;&#039; units. No longer includes Veletaris or Flamer sections (moved to Elites), nor Aegis Lines. No longer locked into sizes of 20, it makes your army marginally less expensive to collect as you may use leftover voidsmen from one unit to bulk up the numbers of another. However, the &#039;&#039;Close-Order&#039;&#039; sub-type makes these guys the most prone to being wiped out by pieplates and templates. You&#039;ve lost Flamer Sections, so it&#039;s full on Lasrifle spam. &lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Line Command Section:&#039;&#039;&#039; As the force leading your tercios, you&#039;ll be needing these guys behind the rest of your guns. A Command Vox will hardly do you wrong in keeping order in the squad as you&#039;re otherwise stuck relying on that mere Ld7 for everything.&lt;br /&gt;
**&#039;&#039;&#039;1-3 Solar Auxilia Rifle Section:&#039;&#039;&#039; The most budget force you get short of Imperialis Militia, at 60 points for 10 and 5pt/model thereafter. Each soldier carries a lasrifle, which actually have variable settings, with a lasgun-tier Volley that shoots twice each time and the heavy-power Blast Charger so you have the chance to wound marines with a single S6 shot. The Lasrifle is Heavy, but &#039;&#039;Close-order&#039;&#039; lets you move half your movement score and still shoot. If you&#039;re worried about melee and aren&#039;t facing against marines with Power Mauls that can paste them within seconds, then you might be okay with bayonets.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Dracosan Armoured Transport:&#039;&#039;&#039; Ol&#039; reliable Malcador chassis. Still the best looking vehicle in the range, still more expensive than most of the squads it carries, still not &#039;&#039;Superheavy&#039;&#039; or an &#039;&#039;Assault vehicle&#039;&#039;, still unavailable to Ogryns who need it the most. That being said, the new variety of squads of the squads have given the Dracosan a much needed flexibility in its use. With a transport capacity of 22, it can comfortably move around a deathstar unit, plus Marshal and medic. Has the choice of purchasing a Demolisher cannon for 50 points, at the expense of reducing it&#039;s transport capacity &#039;&#039;to&#039;&#039; 10 and not &#039;&#039;by&#039;&#039; 10, leaving it in a rather awkward spot for transporting smaller units. In addition, the Dracosan may also equip Flare Shields to make sure it gets its passengers into battle, as well as Hunter-Killers and pintle-mounted weapons.&lt;br /&gt;
*&#039;&#039;&#039;Aurox Transport:&#039;&#039;&#039; Your Rhino equivalent. Cheap as chips at only 30pts, maybe 40 after upgrades. Can only carry 10 models but since your basic lasrifle voidsman can move and shoot it is an appealing prospect for transport. Not much so for protection since its armor is paper-thin, but since Auxilia won&#039;t ever be carrying elite terminators or artificer-armoured units, it&#039;s not that big of a deal. These lil&#039; buggers aren&#039;t cheap in ca$h however, so whatever money you think you are saving by splitting your 20-man squads into MSU will soon evaporate if you&#039;re planning to mechanize.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Arvus Transport:&#039;&#039;&#039; A flying bus. No upgrade options at all. Leave it in the box.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Primaris-Lightning:&#039;&#039;&#039; Comes at 150 points, costs more than the Thunderbolt (it does have +4&amp;quot; M, but lacks the extra autocannons) for the sole reason of being able to take Kraken Penetrators you know and love - 36&amp;quot; S8 AP1 &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;One Use&#039;&#039;. However, since this edition is not Vehicle-friendly, their value has greatly diminished, and they lack &#039;&#039;Brutal&#039;&#039; to deal with Dreadnoughts. There are also Sunfury missiles, but they are hilariously bad.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Thunderbolt:&#039;&#039;&#039; Comes at 120 points, and has more weapons and special rules than the Lightning. Can automatically come on from Reserves as an Advanced Reaction if the enemy calls in Flyers from Reserve and take a shot at them. While the rules technically only allow Flyers to get &#039;&#039;Skyfire&#039;&#039; in their own Shooting Phase, you can buy Skystrike Missiles with baked-in &#039;&#039;Skyfire&#039;&#039; to circumvent that. This is one of your most reliable (not to mention only) means of anti-air, so take a couple of these; with how depleted the Fast Attack section is, it&#039;s not as if you had anything better to take.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Carnodon Strike Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Lightweight assault tanks, something that the Liber left out. They&#039;re fairly cheap at 70 points a tank, but they&#039;re fairly flimsy with 3 HP and AV 12/11/10. The free Volkite Culverins (45&amp;quot; Heavy 5 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) are generally superior to the stock TL Multi-laser (as lack of &#039;&#039;Twin-linked&#039;&#039; is compensated by sheer volume of fire), while you can also take stronger turret weapons in TL Autocannon/Lascannon. Their sponsons come with all the typical and reliable armaments, with the addition of free Volkite Calivers (30&amp;quot; Heavy 3 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) if you&#039;re really keen on burning something alive. It&#039;s a bit like the 40k Sentinel in that it&#039;s a cheap fast source of firepower, but it dies if someone so much as chips its paint. Moreover, even if it&#039;s cheap, you can&#039;t spam it because you only get 3 Fast Attack slots and none of them come in Tercios. Think carefully.&lt;br /&gt;
**The issue with the Carnodons is that you have to give all of them the same turrets and sponsons, which can be very annoying if you need one to fill out a specialized role. Your only solace is the fact that pintle weapons aren&#039;t constrained by those same rules, but between the heavy stubber, Multi-laser and heavy flamer, their only purpose is crowd control. That said, Autocannon spam is usually an acceptable alternative to taking more specialized weapons, and if 3 Carnodons&#039; worth of Autocannons can&#039;t bring down the target, 1 specialized Carnodon wouldn&#039;t have either, so just take 3 Carnodons specialized to kill whatever target you had in mind.&lt;br /&gt;
**Taking 2 lascannon sponsons is strangely costed the same as taking TL Lascannon turrets (Autocannon sponsons cost twice compared to TL Autocannon turret), making it the superior choice in terms of firepower as you get the same 75% chance of hitting at least once, while having 25% chance of making 2 hits. If you want to mix and match between Battle and Defensive weapons, take the Lascannon sponsons and keep the turret with Multi-laser/Volkite Culverin rather than taking a Lascannon turret.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Termite Assault Drill&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; And it&#039;s back here too now. Not much different than its versions in the Legions or Mechanicum. That said, 12 spaces doesn&#039;t really do much for you, especially considering that they can&#039;t become DTs for your Tercios in any way. Maybe it can work for a Command Squad, but nothing further.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Armoured Tercio:&#039;&#039;&#039; Your Leman Russes. Many Cohort Doctrines restrict you to one Armoured Tercio per detachment, but since you can cram up to 9 tanks in here it&#039;s not that big of an issue.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Moved from HQ to command of their own Tercio, and riding a single basic Leman Russ with battlecannon, but one which can take tasty upgrades (Flare Shield for 20pts and Cognis-Signum for 25pts) and must be assigned to a Strike or Assault Squadron before the game begins. Like the standard Russ, it also has the &#039;&#039;Outflank&#039;&#039; special rule by default. That being said, it&#039;s +50 points over the already poor Battle Cannon Leman Russ, while buying a cognis-signum means you&#039;ve just spent 245 points to give 3 tanks +1 BS and 4 ablative hull points (admittedly at frontal AV15). Considering you&#039;re using points that could simply have gone to more tanks, is this really worth it?&lt;br /&gt;
***One marginal case can be made for leading a full Assault Squadron of Macro-saker Russes. Giving them +1BS is a way of effectively taking a 4th tank (not possible in the same squadron) because you go from 4+ to hit to 3+ to hit on your weapons. You do so at slightly higher cost than simply starting a new Assault Squadron (200 points base), but hit allocation in squadrons means the whole squadron collectively becomes a superheavy as long as you can assign hits to the Command Russ; the Command Russ won&#039;t be shooting (because a. the battlecannon is shit and b. it has a cognis-signum), so it doesn&#039;t care about anything short of Immobilized, while frontal AV14 with Flare Shield makes it impervious to anything without S9, &#039;&#039;Armourbane&#039;&#039; or &#039;&#039;Haywire&#039;&#039;. The latter part is important, as while you have far cheaper ways of spamming Volkites (eg. Carnodon, Veletaris), they also die to anything bigger than a heavy bolter, and more importantly are not part of the Armoured Tercio, and so cannot Return Fire when another squadron is being shot at. If you really really need to bully enemy infantry at range and/or deter them from shooting your Strike Russes, consider this. This applies to Macro-saker and Macro-saker only; Strike Russes are cheap enough that you should just take a new squadron, while the other Assault Russes use pie plates.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Strike Squadron:&#039;&#039;&#039; 150 points give you a 14/13/10 vehicle with four HP and &#039;&#039;Outflank&#039;&#039; that moves 12&amp;quot;. It comes with either a battlecannon, Gravis Lascannon, &#039;&#039;&#039;two&#039;&#039;&#039; Gravis Autocannons (&#039;&#039;Twin-linked&#039;&#039; 3-shot Autocannon), or a Vanquisher Battlecannon with co-axial autocannon for a measly +5pts. The squadron can include a pair of additional tanks with a discount of 15 points each. The Battlecannon should be replaced at first opportunity and the Gravis Lascannon is objectively inferior to the Vanquisher, but the Vanquisher and the Autocannon both have their own merits.&lt;br /&gt;
***Yes, RAW Solar Auxilia Russes have 4 Autocannons in their turrets. It might be a typo or just an attempt to account for the Exterminator Autocannon having a higher rate of fire, either way you&#039;ll need those to put up a fight against Legiones Astartes.  &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Assault Squadron:&#039;&#039;&#039; 200pts for the same Leman Russ minus &#039;&#039;Outflank&#039;&#039;, with either a demolisher cannon (underrated but still mean), Executioner Plasma Cannon (5&amp;quot; Plasma Cannon) or Volkite Macro-Saker (8 shot Volkite Culverin), again at -15pt discount if you take more tanks in the squadron. Does not have Outflank, but is &#039;&#039;Reinforced&#039;&#039;. Weapon choices aren&#039;t rocket science; Demolisher for anti-vehicle/Automata, Executioner for anti-TEQ, Macro-Saker for anti-light infantry. In particular, the Executioner is one of the few weapons that can semi-reliably remove large groups of MEQ short of taking a Stormhammer, so take a couple against Legion opponents and kill any Marine squads that are particularly threatening to your infantry, while its &#039;&#039;Rending (4+)&#039;&#039; (as opposed to the standard Plasma &#039;&#039;Breaching (4+)&#039;&#039;) means it can fight vehicles in a pinch.&lt;br /&gt;
***The Macro-Saker is S6 and therefore a Defensive weapon, regardless of being turret mounted. Can be useful if you want something more substantial than pintle and hull mounts for anti-infantry and to add some punch to Reactions. On the merits of the weapon alone, it&#039;s inferior to the (much cheaper) Autocannon Russ, not to mention being [[Fail|outgunned by a Carnodon which comes at 1/3 the cost]]. Unless you&#039;re going full bore with it (see entry for Command Section for more details), use the Executioner Russ for anti-infantry or take a full squadron of Volkite Carnodons, which cost the same as the Russ. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Artillery Tercio:&#039;&#039;&#039; The heavy weapons teams of the Solar Auxilia, now in Tercio format. These consists as usual of three units, of which at least one rapier or tarantula unit is mandatory.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Artillery Command Section:&#039;&#039;&#039; Command Squad like the one in the troop slot Tercio, with option to take a Cognis-signum. Honestly nothing too impressive, as the Cognis-signum only works on your own unit, which in this case is a bunch of lasrifle dudes. You&#039;re better off taking more Rapiers.&lt;br /&gt;
***Alternative take: They can take Augury Scanners and get free &#039;&#039;Interceptor&#039;&#039;, which extends to Rapiers due to Tercio mechanics. Think about it if you&#039;re concerned about Deep Strikes, particularly if you&#039;re using Laser Destroyers. &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Tarantula Sentry Battery:&#039;&#039;&#039; Actually can shoot with all its guns after the latest Errata, gaining &#039;&#039;Firing Protocols (2)&#039;&#039; and &#039;&#039;Fearless&#039;&#039;!  Still bad though, because  &#039;&#039;Sentry Protocols&#039;&#039; forces them to shoot at the nearest thing they can see, even if that thing can laugh off their fire with ease or if doing so would be wasteful (especially if you took the Hyperios Missile Launcher, which has &#039;&#039;Skyfire&#039;&#039; and thus must snap fire at anything else). Probably usable for cheap Lascannons, but you also have Laser Destroyer Rapiers for that.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Rapier Battery:&#039;&#039;&#039; Comes with Gravis Multi-laser (2 &#039;&#039;Twin-linked&#039;&#039; Multi-lasers) to cut holes through Imperial Militia, but can swap for a free Gravis Heavy Bolter Battery (2 &#039;&#039;Twin-linked&#039;&#039; Heavy Bolters) for even more fire that can cut through enemy Auxilia, a tank-busting Laser Destroyer (36&amp;quot; S9 AP1 Ordnance 2 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039;) or a Quad Launcher (with frag only, but these can be upgraded with Incendiary, Shatter or Splinter for specific roles).&lt;br /&gt;
***Your choice in Quad Launcher rounds really does depend on what you want to do with it, considering that each round type costs you. The base Frag Rounds you start with come with a S5 AP5 large blast with &#039;&#039;Shred&#039;&#039; to handle most things. The Shatter Rounds are the only rounds that aren&#039;t blast and the only ones with any anti-armor use with S8 AP4 with &#039;&#039;Sunder&#039;&#039;. Both the Splinter and Incendiary Rounds can Pin enemies, with Incendiary Rounds getting &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Shred&#039;&#039; to flush out cover campers (though AP5 means basically everyone will just take armor saves) and Splinter Rounds compensate for their dismal S2 with &#039;&#039;Rending (6+)&#039;&#039; and with &#039;&#039;Shell Shock (1)&#039;&#039; to help guarantee Pinning.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Malcador Heavy Tank Squadron:&#039;&#039;&#039; Up to three tanks at 225 points each give you a 13/13/12 chassis with 14&amp;quot; movement. For 10pts it can trade its battlecannon for a Gravis Lascannon or [[Awesome|Vanquisher battlecannon]]. That said, the Vanquisher is better provided on Leman Russes because they get a co-axial weapon. The heavy bolters on the front and sides can be exchanged for Autocannon/Multi-laser/Heavy Flamer, or upgraded to a Lascannon for 10 and 25 points respectively. If you want heavy duty anti-vehicle, the front Heavy Bolter can be exchanged for a Demolisher cannon for 50 points. It can also take a Flare Shield and dozer blade, in case you&#039;re building a plan around these things. &lt;br /&gt;
**A Vanquisher/Lascannon Malcador with Demolisher Cannon and Flare Shield (for effective frontal AV14) is 285 points. You could instead have taken a Strike Russ AND a Demolisher Russ for 355 points, which are collectively far tougher than the Malcador (heck, one Russ already has 4HP and it has the same Front AV14 Side AV13 as the Malcador), have turrets, can get cheaper in squadrons and in the case of the Vanquisher Russ is more accurate. The Russ is simply a more cost-effective way to get firepower on the table, so the benefits of the Malcador boil down to 14&amp;quot; movement, &#039;&#039;Independent Fire Control&#039;&#039; and sidestepping restrictions against taking Armoured Tercios.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Battery:&#039;&#039;&#039; Your basilisks or medusae. 200 points per vehicle is ridiculously expensive for an AP4 gun, even with 240&amp;quot; range, S9 and &#039;&#039;Large Blast&#039;&#039;, &#039;&#039;Shred&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Can be exchanged for Medusa Mortar that trades 204&amp;quot; of range and &#039;&#039;Shred&#039;&#039; for &#039;&#039;Rending (6+)&#039;&#039;. Thanks, but no thanks. If you really want high strength AP4, take some Leman Russes; better yet, take the Fortification artillery choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Valdor Tank Hunter:&#039;&#039;&#039; Its Neutron Beam Laser is a very powerful anti-tank weapon (Ordnance 2 S10 AP1 &#039;&#039;Concussive (3) Shock Pulse Gets Hot!&#039;&#039;), therefore having the same anti-vehicle firepower as the Vanquisher Cannon while having &#039;&#039;Shock Pulse&#039;&#039; to silence anything it doesn&#039;t kill. However, you only get 1 per slot as opposed to 9 Leman Russ Vanquishers/Destroyer Tank Hunters, and the lack of &#039;&#039;Brutal&#039;&#039; limits its power against Dreadnoughts/Automata. Unless there&#039;s an enemy unit you absolutely must shut up using &#039;&#039;Shock Pulse/Concussive&#039;&#039;, just take some Vanquishers for cheaper and without taking up a slot all on its own.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Cyclops Demolition Vehicle:&#039;&#039;&#039; You will laugh in the face of your enemies! 1-3 cyclops, each of which come with an operator (who acts independently after deployment, so hide them!). Can also be carried in an Aurox, Arvus or Dracosan - you must pick one for each Cyclops. Now just attacks in close combat with a &#039;&#039;single&#039;&#039; autohit that also removes the Cyclops itself. The problem is while previously the little suicide robot blew up at I10, now it does at I1. S10 AP1 &#039;&#039;Instant Death&#039;&#039;, &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;Brutal (2)&#039;&#039; means you&#039;d want to target high value targets, but WS1, T5, 2 Wounds and 3+ pretty much guarantees anything bar Vehicles is quite capable of beating the little guy to death before he does anything, unless you&#039;re already in combat using another unit that can take the hits instead. In short - bad unit has somehow been made worse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Armoured Support Tercio&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A collection of Leman Russ-based vehicles, except with centreline mounts/no main gun at all. Counts as an Armoured Tercio for the purposes of Cohort Doctrines, so don&#039;t think about using this to circumvent restrictions against Armoured Tercios. Being without a turret means they&#039;re smaller targets and can more easily claim Cover, but it won&#039;t help too much because almost everything you can claim will be 6+.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Same Russ as in Armoured Tercio. Equip as you see fit.&lt;br /&gt;
***[[RAW]], [[Fail|as the Armoured Command Section must be assigned to a Strike or Assault Squadron, it can&#039;t be taken in this unit]]. [[Forge World|Welcome to Legacies, everyone]].&lt;br /&gt;
**1-3 from the following:&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Thunderer Siege Tank Squadron:&#039;&#039;&#039; The Space Marine Vindicator, except on a Leman Russ chassis. Being the &#039;&#039;Slow&#039;&#039; subtype will unfortunately mean that you&#039;ll be needing to keep the Thunderer protected until it can fire away. Competes directly with the Demolisher Russ at the same cost per vehicle, with the comparison mostly coming down to &#039;&#039;Slow&#039;&#039; making the Thunderer harder to kill with Penetrating Hits while preventing it from firing on the move (Demolisher Cannon being &#039;&#039;Ordnance&#039;&#039;), as well as the Thunderer having fewer secondary weapons and a narrower firing arc due to the Demolisher being a centreline mount as opposed to a turret. As such, the Demolisher Russ is generally the superior choice.&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Destroyer Tank Hunter Squadron:&#039;&#039;&#039; The Laser Destroyer Vindicator to the Thunderer&#039;s Demolisher Vindicator, and a direct competitor to the Vanquisher Russ. Its Proteus Laser Destroyer is iffy; 2 shots of S9 AP1 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039; is great and &#039;&#039;Gets Hot!&#039;&#039; isn&#039;t too bad due to &#039;&#039;Twin-linked&#039;&#039;, but the loss of &#039;&#039;Sunder/Brutal&#039;&#039; compared to the Vanquisher means you lose the armour penetration reroll against vehicles and a lot of your anti-Dreadnought/Automata ability. As a result, the 45pts you pay for this over the Vanquisher Russ is mainly for the extra durability from &#039;&#039;Slow/Reinforced&#039;&#039;. Moreover, the normal Laser Destroyer the Rapier has is far superior simply because it has &#039;&#039;Ordnance&#039;&#039; and can much more reliably Penetrate and blow vehicles up with AP1. Think very carefully. &lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Trojan Support Vehicle:&#039;&#039;&#039; The Trojan is not here to fight, not with that mere heavy bolter. Its bigger goal is to fix other tanks, as it has the &#039;&#039;Field Repair (5+)&#039;&#039; rule to let it fix up any other tanks without needing an allied detachment for models with &#039;&#039;Battlesmith (X)&#039;&#039;. The issue is that you&#039;ll be needing other tanks to protect it while doing the patch jobs or hope that nobody pays enough attention to consider trashing it. It&#039;s cheaper than Techmarines from your &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; Legions because the Techmarine also needs a squad to be attached to, but is 100pts for 1/3 chance per turn to repair worth it to begin with?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Minotaur Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; If you thought the Armoured Battery was bad, this is even worse. 280 points and all you get for it over the Armoured Battery is AV 13/12/13 and &#039;&#039;Twin-linked&#039;&#039;, though being open-topped means that all melee attacks are targeting that AV12. Even if you needed artillery, there&#039;s not much reason to take this over the one in the Liber, let alone over a Russ or a Fortification.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Malcador Infernus&#039;&#039;&#039;: No longer a bomb! Also no longer AP3, so no reason to take this instead of the below. Seriously, your entire Troops and Elites slots are built for murdering light infantry. Don&#039;t waste your Lord of War slot on doing that again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Stormhammer&#039;&#039;&#039;: Fantastic at 500 points. The Stormhammer Cannon has the old Battle Cannon statline of S8 AP3 and a 7&amp;quot; blast; ordinarily not spectacular, but an absolute world-beater by 2.0 standards because it can ID entire squads of MEQs through their armour. It has upgrades but they are inconsequential since at such a perfectly rounded value, this tank is the perfect way to reduce or expand the size of your army to match that of of your opponent&#039;s. Like all Solar Auxilia kits, its quite expensive. But chances are that this unit might give returns sooner than later both on and off the table. Take this at every opportunity; the main cannon is absolutely disgusting against Space Marine armies, and it&#039;s bristling with smaller weapons as only a superheavy can. Its BS3 isn&#039;t even that much of a concern; scattering doesn&#039;t matter too much with a 7&amp;quot; blast, and if you&#039;re close enough you can eliminate even that by using your co-axial weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baneblade and derivatives&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; They&#039;re such dogshit it&#039;s not even funny. They have all lost AV14 at the front and they are all 100-300 points more expensive and you pay the same for them as Legiones Astartes despite being BS3. On top of that almost every weapon they use has been neutered into near-uselessness or to the point it is nowhere near strong enough to be carried by a Super-heavy tank. While they have 12HP, so does the Stormhammer, which is a far superior vehicle that is far cheaper.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Baneblade&amp;quot;&amp;gt;&lt;br /&gt;
Oh Baneblade, what have they done to you. This tank has gone from being the reliable all-rounder to having a primary gun that is outclassed by tanks you can find in the Heavy Support section. For 750 points you get a Baneblade Chassis (duh), whose main Armament is an Ordnance 1, S8, [[Fail|AP4, 5&amp;quot; Blast]] with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. The Baneblade cannon has been reduced to something that has the same effect as a 200 point Medusa Artillery tank (and even that is overpriced). It&#039;s still covered with guns, but the main gun was always the primary reason you brought a Baneblade and it&#039;s just not worth it, especially when the Stormhammer is 250 points cheaper and has a 7&amp;quot; blast S9 AP3 gun.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Banehammer&amp;quot;&amp;gt;&lt;br /&gt;
The same cost as the Baneblade and just as disappointing. Its Tremor Cannon is now AP4 but gained &#039;&#039;Shell Shock (2)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;, so it&#039;s not killing many marines but you will Pin them. The real killer here is the fact that the GIANT ROLLING BUNKER NOW HAS A TRANSPORT CAPACITY OF 10!. Just 10. When it used to be 25... Jesus Christ man.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormlord&amp;quot;&amp;gt;&lt;br /&gt;
Almost worth it. It&#039;s too expensive, but at least the gun is still decent-ish. It comes with a Vulcan Heavy Bolter which is Heavy 15, AP3 with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Shell Shock (1)&#039;&#039;, but it has lost its ability to shoot twice if it stays still. Its transport capacity was also fucked, but at least it will fuck up a squad of Tactical Marines. You know, the bare minimum 750pts should do, not to mention something the 500pt Stormhammer can arguably do better.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Shadowsword&amp;quot;&amp;gt;&lt;br /&gt;
Coming equipped with a Volcano Cannon, the Shadowsword looks like it could be worth it if it wasn&#039;t for the fact that it costs 850 points. For the same points, you could instead have taken 5 Vanquisher Russes or 4 Destroyer Tank Hunters, which are collectively far harder to kill and can cause much more damage against your intended targets of Knights/Titans/Superheavies. If you&#039;re afraid the smaller vehicles cannot kill the Titan in one go, take a Valdor to shut it up instead. Bottom line, you have better ways of getting anti-vehicle with 850 points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormsword&amp;quot;&amp;gt;&lt;br /&gt;
A Stormsword that seems to have been scavenged from [[Epic]], given that it&#039;s equipped a Hull Mounted Hellhammer Cannon. It&#039;s 850 points, and while its stolen Hellhammer cannon is actually pretty good as it shoots Large Blast AP3 shells with &#039;&#039;Brutal (3)&#039;&#039;, &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Sunder&#039;&#039;, it is just not worth its ridiculous price cost; just take more Demolisher Cannons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormblade&amp;quot;&amp;gt;&lt;br /&gt;
Is actually equipped with the correct gun and it&#039;s overall it&#039;s probably the best Baneblade variant available (that isn&#039;t saying much, but still). The Plasma Blast gun is a S9 Massive Blast, AP3, &#039;&#039;Breaching (4+)&#039;&#039; Ordnance weapon and can be pretty decent at clearing out large MEQ and TEQ squads. That said, the Stormhammer has the same gun except S8 and no &#039;&#039;Breaching&#039;&#039; at 250 points cheaper, while you can kill Terminators with Executioner Russes instead. No, they cannot ID TEQs due to being S7, but that doesn&#039;t matter when you can take 4 Russes for the price of the Stormblade and simply swamp the TEQs in wounds. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Macharius Heavy Tank Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A tank that was named after [[Lord Solar Macharius]] from M41, but here it represents one of the ancient Super-heavy tanks that was in service during the Great Crusade and it simply retained the name so you know which model is supposed to represent it (the tank pattern itself was probably used during the Crusade and the STC was then lost, only to be rediscovered later in M41, so it&#039;s all good). It&#039;s far more reasonably priced at 300pts than the 650pts Space Marines pay for them, but it&#039;s still not quite worth it.&lt;br /&gt;
**Its choices to replace the trash-tier battlecannon are actually decent, but the problem is that they both compete with the extremely cost-efficient Strike Russ. The Macharius Vanquisher is &#039;&#039;Twin-linked&#039;&#039;... but the Vanquisher Russ has a coaxial weapon, making it basically the same thing. Likewise, the Rotary Bolt Cannon is more or less an Autocannon Russ. As you pay half the price for a Russ, this implies you can take twice the firepower by taking Russes. &lt;br /&gt;
**The Macharius being a Lord of War also means it exists in direct competition with the Stormhammer, which as above is an absolutely excellent choice. Take the Stormhammer, and take Russes to do whatever you intended for the Macharius to do. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Crassus Armoured Assault Transport&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 400 points nets you a 13/12/12 super heavy transport with that moves 10” and has 8 HP and 35 transport capacity. It mounts 4 heavy bolters which can be exchanged for heavy flamers for free or upgraded to Autocannons or Lascannons. Its only access point is on the rear of the vehicle, which limits its versatility somewhat. Despite its name, it&#039;s [[FAIL|not an Assault Vehicle]], though with its only access point in the rear disembarking units probably can&#039;t charge anyway.&lt;br /&gt;
**You have Dracosan DTs for a reason. You really do not need this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Praetor Armoured Assault Launcher&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; For the low, low price of &#039;&#039;&#039;six hundred and fifty points,&#039;&#039;&#039; more than the mega-powerful Stormhammer, you get a super-heavy with M10, BS4, 13/12/12 and 8 HP, packing two heavy bolters and a Praetor Launcher, a 72&amp;quot; Ordnance 1 S7 AP4 Massive Blast with &#039;&#039;Pinning/Rending (6+)&#039;&#039;. This means you&#039;re spending a LoW slot to do what you could have done by taking the cheaper (and still far overpriced) Armoured Battery, or the actually reasonably priced Artillery Battery below. Do not do it.&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Artillery Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Five gunners with the standard statline except for 3+, stuck with an immobile Earthshaker or Medusa Mortar, starting at 120pts and going up to 5 at 100 points per extra platform and another 5 gunners. Though this makes the squad practically unable to do anything else, you&#039;re paying a much lower price for them, and your squad can ignore &#039;&#039;Pinning&#039;&#039; so long as there are as many gunners as there are cannons on top of being &#039;&#039;Stubborn&#039;&#039;. At almost half the price of the Armoured Battery, the stock Earthshaker is almost worth it as anti-vehicle; that is, of course, assuming you didn&#039;t already have truckloads of it from your other slots.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Legiones Astartes===&lt;br /&gt;
The Legion list has some very good melee and/or fast-moving units to cover for your gunline, like Deep Striking Land Speeders to shut enemy artillery up. However, don&#039;t bother taking them for short-ranged firepower, as you already have bucketloads of that in HQ Tercios and Veletaris. This also means your compulsory Troops are likely to be Despoiler/Assault Squads; you simply don&#039;t need Tacticals/Breachers when you have Lasrifle Sections and Veletaris that do the same thing for much cheaper. &lt;br /&gt;
*Dreadnoughts are a very good choice, as they&#039;re capable of either AA or melee, both of which the Auxilia list sorely lacks. It helps that you can take lots of them; the Allied FOC has 2 Elites slots, from each of which you can take 3 Dreadnoughts.&lt;br /&gt;
*While you already have tons of tanks, consider taking some Neutron Blaster Sabres/Predators and/or Sicaran Venators. &#039;&#039;Shock Pulse&#039;&#039; is very useful to shut up Blast weapons on enemy vehicles, particularly if you&#039;re running Ultramar Pattern and all of your Lasrifle Auxilia are in base contact with each other. You yourself can only bring up to 3 &#039;&#039;Shock Pulse&#039;&#039; weapons (1 Valdor per Heavy Support slot), so getting more can be useful.&lt;br /&gt;
*The Legion list has a few choices for &#039;&#039;Sniper&#039;&#039; or otherwise &#039;&#039;Precision Shot&#039;&#039; which the Auxilia do not otherwise have, short of taking a Vindicare. Spamming Scout squads is a particularly interesting proposition, as they&#039;re cheaper than Recons and you don&#039;t truly need &#039;&#039;Line&#039;&#039; on your allied Troops when the average Auxilia list has 6 Lasrifle Sections running around. &lt;br /&gt;
*Of the 18 Legions, you get [[Ultramarines]], [[Sons of Horus]], [[Word Bearers]], [[Salamanders]] and [[Alpha Legion]] as &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039;. If you&#039;re fine with not taking Cohort Doctrines, you can skip the Legate Marshal and instead take an allied Chaplain/Praetor as your source of Ld10 for the purposes of abusing Command Vox/Vox Interlock. The Chaplain in particular can be useful for Penal Pattern Cohorts, as &#039;&#039;Hatred&#039;&#039; finally allows your WS4 units to hit enemies consistently and put your &#039;&#039;Furious Charge&#039;&#039; to good use.&lt;br /&gt;
**Taking a Legion Centurion is currently your only way of taking Psykers as Traitor Solar Auxilia (Loyalists can take Tylos Rubio too), as the Legions are as of writing the only faction with any usable Psykers, the Navigator and Davinite Priest from the Legacies docs notwithstanding. For details, look at the Psychic 101 page. &lt;br /&gt;
&lt;br /&gt;
===Mechanicum===&lt;br /&gt;
&lt;br /&gt;
The Mechanicum are a very easy consideration by the mere fact that they can repair your tanks. With how many of them you can field with your tercios (and especially with the Armoured Fist pattern cohorts), such a matter is going to shoot very high on your priorities list, so an Archmagos Dominus or Magos Prime with some Techpriest Auxilia will always be welcome.&lt;br /&gt;
*Automata are very durable weapons platforms, almost on level with the dreadnoughts. The issue is that you&#039;ll be needing someone with a Cortex Controller to keep them at their best. If you&#039;re in an Iron pattern cohort, this won&#039;t be so much of an issue since you can buy them on some of your troops as well.&lt;br /&gt;
*Thallax are excellent for mobile firepower, being &#039;&#039;Relentless&#039;&#039; and having jump packs. Being one of the few &#039;&#039;Line Infantry&#039;&#039; squads of the army, they can very easily help you with scoring, whether in an Iron pattern cohort or in an allied detachment. The lightning guns they come with give you something that can actually harm things harder than a marine and strapping chain bayonets make them more than able to put up a fight - more than you can say about your tercios.&lt;br /&gt;
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===Agents of the Emperor===&lt;br /&gt;
&lt;br /&gt;
====Legio Custodes====&lt;br /&gt;
&lt;br /&gt;
YES. Solar Auxilia have lots of bodies and armoured units, while lacking melee cover. Custodes are literal supermen that don&#039;t have enough bodies and firepower. Even Custodes Troops have AP2 AT INITIATIVE, perfect for counter-charging any enterprising enemy units who try to shut your gunline up by engaging them in melee. Alternatively, take some Deep Striking units (jetbikes, Venatari or just take a Coronus DT) and target dangerous ranged units that you have to shut up before they wipe out half of your infantry. However, Custodes units are EXPENSIVE; you&#039;ll be spending at the very minimum 350 points (200pt compulsory HQ, 150pt compulsory troops) and that&#039;s 4 MODELS.  &lt;br /&gt;
*If you&#039;re afraid of your opponent shooting the Custodes before coming in with the melee units on your Auxilia, take Sentinel Guard for the improved Invulnerable save; you may lose the Guardian Spear&#039;s strength bonus, but they&#039;re still S5 and you keep the AP2 at initiative on the Sentinel Warblades, so they&#039;re still very killy. Moreover, as they&#039;re technically infantry, you can use Aevos Jovan to respawn them if you lose any of them to enemy shooting. If you&#039;re still worried, take a Dreadnought or two. &lt;br /&gt;
*The Custodes list is if anything even shorter on AA than the Solar Auxilia list, so think carefully about where you&#039;re going to get it; generally, this means Thunderbolts and/or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Sisters of Silence====&lt;br /&gt;
Don&#039;t expect much aside from some skirmishers from the Sisters. The &#039;&#039;Anathema&#039;&#039; sub-type blocks them from being anywhere near the Auxilia on pain of -1Ld to an army that already has faulty Leadership (and -2Ld for any units they join), preventing you from putting melee units just behind your Auxilia to countercharge enemy units. In any case, you could have gotten better melee units if you took Marine/Custodes allies. Their list of short-ranged weapons isn&#039;t very impressive either, considering the sheer firepower Auxilia already pack. Think carefully, unless you know you&#039;re playing someone with lots of Psykers/Daemons.&lt;br /&gt;
*Sanctioner Cadres have &#039;&#039;Sniper&#039;&#039; weapons, which Solar Auxilia have no access to. Worth considering if you want to kill some ICs (or just particular infantry/cavalry models) from very far away. &lt;br /&gt;
*Prosecutor Cadres can all &#039;&#039;Infiltrate&#039;&#039; or &#039;&#039;Scout&#039;&#039; and they can take Assault Needlers (read: &#039;&#039;Pinning&#039;&#039;) and Snare Guns in large numbers, allowing them to deploy in No Man&#039;s Land and [[Troll|make life extremely difficult]] for enemy units trying to advance. Meanwhile, you can rain down on Pinned/slowed units with your 30&amp;quot; Lasrifles and various heavy ordnance. If that&#039;s not enough, you can take more Needlers/Snare weapons from other slots. Still, you can spend all these points on Sisters of Silence with their fancy weapons to slow the enemy, or you can just take more Auxilia units and blast the enemy off the table. &lt;br /&gt;
*The Sisters list has NO AA WHATSOEVER. Make sure you have enough from somewhere else, whether by taking your own Flyers or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Divisio Assassinorum====&lt;br /&gt;
Not to be overlooked among the additions of Liber Imperium is the option for Imperial Assassins. All of the Assassins, despite being Loyalist units, are all considered Distrusted Allies and thus cannot benefit from anything else your army gives, meaning that all of their value is based on what they do on their own.&lt;br /&gt;
&lt;br /&gt;
Each model has &#039;&#039;Infiltrate&#039;&#039; and &#039;&#039;Scout&#039;&#039; as well as &#039;&#039;Support Squad&#039;&#039; to block them out of being mandatory HQs, but the &#039;&#039;Assassin&#039;&#039; sub-type does the rest of them, banning them from being Warlords, joining squads, or entering any HQs, all in exchange to ignoring any penalties for movement and auto-passing dangerous terrain checks. Also helping their impressive M7 is the &#039;&#039;Light&#039;&#039; sub-type boosting their running. Their lone protection is the Panoply of the Assassin, surprisingly durable spandex that gives them a 4+/4++ save. They are all 125 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Adamus]]:&#039;&#039;&#039; The eldest of the assassin clades and they&#039;re kitted to kill. &#039;&#039;Fleet (2)&#039;&#039; makes them even zippier than other assassins, where they can make it into their home territory of challenges. When in a challenge, they can copy the WS and I of their enemies, forcing everyone to eat their S+1 AP3 Nemesii Blades with &#039;&#039;Rending (5+)&#039;&#039; and at risk of eating the deceptive Decapitation Strike, which might be a singular S2 AP1 attack but also has &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Murderous Strike (2+)&#039;&#039;. Also of note is their Needlespine Blaster, a super combi-pistol, the bolt part being a Pistol 3 bolt pistol while the needle bit is &#039;&#039;Poisoned (2+)&#039;&#039; with &#039;&#039;Pinning&#039;&#039; to lock someone down.&lt;br /&gt;
**His killing ability is limited simply by dint of base WS5 and being able to copy an opponent&#039;s WS, meaning he hits enemy ICs at 4+ with no reroll. As Decapitation Strike gives him 1 attack, he right off the bat has 1/2 chance per round of combat of not doing anything at all, while he&#039;s worse as a source of AP3 melee than the Eversor. As you&#039;re Loyalist if you can take him anyway, you can also take [[Nathaniel Garro]] instead, who is a much better duellist for 45 more points. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Callidus]]:&#039;&#039;&#039; What you get is a true-bred assassin, with Polymorphine forbidding ALL attacks against them until they shoot first, meaning nothing can stop you from sliding one up to the opposing Praetor&#039;s backside and also forcing enemies to re-roll to seize the initiative. With WS5 and I6, they can beat many characters short of the Emperor&#039;s Children, but their Phase Sword is...swingy. See, it&#039;s statted as a S3 AP1 weapon with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Phase Shift&#039;&#039;, which makes a 6+ to wound negate any saves and damage mitigation rolls. The lack of any &#039;&#039;Instant Death&#039;&#039; means that they need to kill or else get smashed by a Power Fist. Their Neuro Shredder shares a similar plan, being an S1 Template pistol with &#039;&#039;Rending (5+)&#039;&#039; and also ignores all saves on a 6+ to wound. Same problem as the Adamus; she&#039;s not good enough as a duellist (wounding on T4 and above on 5+ with no reroll is really bad) to kill ICs, and you can take Garro instead. That said, the enemy not being able to do anything to her until she strikes first means she can tie up dangerous ranged units in melee. With how susceptible &#039;&#039;Close-order&#039;&#039; makes your infantry to Blast/Templates, this can be very important.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Culexus]]:&#039;&#039;&#039; As if you didn&#039;t know, this guy has the &#039;&#039;Anathema&#039;&#039; sub-type more familiar to the SoS, rendering them immune to all things psychic and creeping out those nearby. If that&#039;s not enough, you also get &#039;&#039;Adamantium Will (3+)&#039;&#039; to block out anything nearby and the Etherium forces all attacks into being snap shots and thus making them more survivable. The Animus Speculum provides you with an S4 AP4 template with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Psy-Shock&#039;&#039; to force psykers and daemons into suffering Perils. If anyone&#039;s brave enough to try fighting in melee, not only do they have to contend with &#039;&#039;Fear (2)&#039;&#039;, but they must also learn that the Coolexus has a fucking AP2 &amp;quot;weapon&amp;quot; with &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Reaping Blow (1)&#039;&#039;. That said, his WS4 severely limits his killing power in melee, while the Animus Speculum is only useful against specific armies.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Eversor]]:&#039;&#039;&#039; Welcome to [[RIP AND TEAR]]. While having A3 is just meh, you have &#039;&#039;Counter-attack (1)&#039;&#039; and the option each turn to trigger the [[Drugs#Frenzon|Frenzon]] and gain another three attacks at the expense of any 1s to hit dealing a wound to the Eversor themselves. The Neuro-gauntlet is no slouch either, being an AP3 weapon with &#039;&#039;Shred, Fleshbane&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;, and their Executioner Pistol gives an option between either a bolt pistol or a needle pistol. He&#039;s not terribly good at actually assassinating ICs due to his poor ability to get AP2, but you can use him against Legion lists to ambush ranged squads, counter-charge Assault squads attacking your gunline, etc.  Also consider using him against Automata, as &#039;&#039;Shred&#039;&#039; negates &#039;&#039;Automata&#039;&#039; and results in &#039;&#039;Fleshbane&#039;&#039; working normally, so you can do a lot of damage. Just don&#039;t use him against Terminators, and think about how to get him into melee; T4 4+/4++ 3W isn&#039;t much for a lone character.&lt;br /&gt;
**Unique among the assassins is the Eversor&#039;s self-destruct ability due to being so loaded with drugs. When they die, all models within d6&amp;quot; suffer an S4 AP3 &#039;&#039;Fleshbane&#039;&#039; hit that counts as a flamer. As the only infantry model in the entire list with a 2+ is your Legate Marshal, make sure whatever melee units you may have (except maybe Charonites) are outside the blast radius when he dies, as they &#039;&#039;&#039;will&#039;&#039;&#039; take wounds. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vanus]]:&#039;&#039;&#039; Less an assassin than a living bubble of statistical fuckery, they only have protection with a pair of laspistols and a pair of decidedly neat dataspikes with S+2 AP3 with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Haywire&#039;&#039;. If you&#039;re stuck in a fight, you&#039;ve only got a single-use means to gain &#039;&#039;Hit &amp;amp; Run&#039;&#039; for a round before you end up stuck watching your nerdy assassin die. &lt;br /&gt;
**Now we get to the many things they can do &#039;&#039;without&#039;&#039; fighting. For starters, they have an 18&amp;quot; bubble that shots off any uses of &#039;&#039;Infiltrate&#039;&#039; and lets them spam the Interceptor reaction as if you had an augury scanner. You can make a Leadership check instead of shooting, with a pass allowing you to resolve Interceptor using a Defensive weapon on any vehicle (friend or foe) within 12&amp;quot; of the Vanus. In addition, they can make a Leadership check to hack an enemy Automata unit within 12&amp;quot;, forcing them to suffer d3 unsaved wounds. This action does have risks though, as aside from being so close to a murder-engine like a Castellax, a failed test instead inflicts an unsaved wound on the assassin.&lt;br /&gt;
**Denying &#039;&#039;Infiltrate&#039;&#039; and messing with enemy Deep Strikes using Vox Disruptor Array is particularly useful for Lasrifle Section spam, as it forces your opponent to deploy normally and slog through 30&amp;quot; of Lasrifle fire, in addition to whatever Rapier/Leman Russ fire you can pack. Use your own &#039;&#039;Infiltrate&#039;&#039; to deploy in No Man&#039;s Land and block off as much space to enemy Infiltrators as possible, then flee back behind friendly lines by Running and &#039;&#039;&#039;Tactical Displacement&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Venenum]]:&#039;&#039;&#039; As befits the resident poisoner, this assassin is immune to Rad-phage in its many forms and can only be wounded by &#039;&#039;Poison&#039;&#039; and &#039;&#039;Fleshbane&#039;&#039; attacks on a 5+. At range, their Toxin Ejector provides a S5 AP4 template with &#039;&#039;Poison (3+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039; to take care of pretty much anything they go up against while the Venom Globes they happily cribbed from the Alpha Legion (or maybe it&#039;s the other way around? Who&#039;ll know?) gives them a charge deterrent. When in a fight, their Hookfang gives them an AP3 weapon with &#039;&#039;Poison (3+)&#039;&#039; that also forces anyone hurt by it to roll a d6 on every turn afterwards, suffering an unsaved wound on a 5+. Even if you don&#039;t kill them with this attack, they still count as destroyed for the sake of VPs unless they have &#039;&#039;Eternal Warrior&#039;&#039;, so you can easily use this bastard as a cheap shot at a chance to kill the warlord and you&#039;re not fighting a Primarch.&lt;br /&gt;
**The Toxin Ejector is a glorified Heavy Flamer, which is very widely available in the army, while the lack of AP2 melee is a severe drawback for actual assassination when any self-respecting IC will have a 2+. This Assassin, like many of his brethren, share the problem that they&#039;re not actually good enough to kill ICs, while they&#039;re inferior as a weapon of mass destruction to the Eversor. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vindicare]]:&#039;&#039;&#039; The resident snipers lost out on their variant ammo, but what you have is still a masterful sniper with BS8 that negates any penalties whether it&#039;s to their BS or their range. Even Exodus needs to be careful because this guy not only ignores the Alpha Legion trait, but he also has an absurd &#039;&#039;&amp;lt;u&amp;gt;100&amp;quot; range&amp;lt;/u&amp;gt;&#039;&#039; on his Exitus rifle, an S7 AP2 shot with &#039;&#039;Murderous Strike (5+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;. Also present is his Exitus pistol, a lesser S6 AP4 gun with &#039;&#039;Breaching (6+)&#039;&#039;, but still just as capable of popping any enemy you see. However, the rifle being 1 shot makes it very unreliable against &#039;&#039;Feel No Pain&#039;&#039; and Invulnerable saves, which combined with the lack of consistent ID makes it an unreliable tool for killing Marine/Mechanicum ICs. &lt;br /&gt;
**As the Solar Auxilia list has no snipers, this is your cheapest way of making sure a particular model dies because you can avoid taking a whole allied detachment. He&#039;s good against other Auxilia to kill Command Voxes/Vox Interlocks and deny Leadership shenanigans, as S7 AP2 forces them to rely on whatever Invulnerable save they have. Alternatively, shoot Cohorts Vexillas to deny &#039;&#039;Line&#039;&#039;. He&#039;s also useful as an AA gunner on Fortification emplacements, as the list is otherwise sorely lacking in AA choices. If the enemy Flyers aren&#039;t here yet, you can use the AA gun on ground targets at full BS if you don&#039;t mind losing &#039;&#039;Sniper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Knights Errant====&lt;br /&gt;
&lt;br /&gt;
===Agents of the Warmaster===&lt;br /&gt;
*&#039;&#039;&#039;Infernus Abomination:&#039;&#039;&#039; A brand new daemonhost assassin. Comes with a shapeshifting melee weapon, allowing you to pick either a devastating Hammerblade (S8 AP2 with &#039;&#039;Brutal (2)&#039;&#039; and &#039;&#039;Murderous Strike (6+)&#039;&#039;), a swift Spinelash (S5 AP4 with &#039;&#039;Breaching (6+)&#039;&#039; and &#039;&#039;Reach (2)&#039;&#039;) or fierce Talon-rakes (S4 AP5 with &#039;&#039;Rampage (2)&#039;&#039;, &#039;&#039;Rending (6+)&#039;&#039;, and &#039;&#039;Shred&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
Ironically speaking, a Solar Auxillia force is actually &#039;&#039;somewhat&#039;&#039; cheaper than its plastic equivalent, at least when [[Fail|talking about]] [[Militarum Tempestus]] (In USD, $42 x 4 Stormtrooper boxes for 20 men is S168 vs a Lasrifle section&#039;s $135, $84 for 10 vs a Storm Section&#039;s $72 (for flamers) or $79 (for Axes or Volkite); Cadians still have the advantage with $100 for 20 but of course that runs into the fact that they&#039;re not &amp;quot;elite&amp;quot; enough to serve as proxies for the Auxilia), infantry wise (with the exception of the command squads and their unreasonable $123). Lasrifle tercios are (usually) your only Troops choice now, so remember that with your listbuilding; but the same principles apply. Dracosans should be used for your Veletaris sections (including flamers) while your lasrifles should use cover. You may still need Command Sections for your respective units, but you can just use a respective normal section (at least up to 10 per) for modelling purposes. You can handle tanks any way you desire so long as you remember that Leman Russes don&#039;t get sponsons.&lt;br /&gt;
&lt;br /&gt;
Taken from the older version, other options for getting your Auxilia army:&lt;br /&gt;
&lt;br /&gt;
* Unofficial models from China, Ukraine, Russia or whatnot. Saves a lot of money without losing much of a quality. When painted and mounted on official bases, not even a GW manager would be able to tell the difference.&lt;br /&gt;
* Problem with proxying is their equipment: while Scions make perfect Grenadiers in Militia and Cults list, they do not fulfill role of any Tercio soldier due to highly standardised Solar Auxilia suits, which is their trademark fluff-wise. To draw a parallel, it&#039;s like proxying 30k marines with Primarises (even mk7 may be used in Siege of Terra scenarios, after all): you can, of course, do it, but perhaps you&#039;re better off with empty bases  if you want to test something rather than lovingly build an army against which no WYSIWYG community will play.&lt;br /&gt;
*For those who have 3D Printers there are [https://www.kickstarter.com/projects/thatevilone/lunar-auxilia 3rd party STLs] out there for traitor Auxilia specifically, they do suffer from the standardization issue above but the fact that they&#039;re part of the traitor forces does leave some wiggle room to excuse that due to the intermittent supply lines the traitor forces suffered. However they are much much closer than Scions or other third party Alternatives.&lt;br /&gt;
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==Army Tactics==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;First squad, FIRE! Second squad, FIRE!:&#039;&#039;&#039; The key ingredient that separates your infantry Tercios from being harder to rout Imperialis Militia is the whole Tercio being able to React together and blast whatever sorry bastard triggered the Reaction off the table. Taking smaller squads throws away this advantage; 2 10-man sections reacting together and 1 20-man section reacting by itself is, at the end of the day, 20 guns, except you could have done the latter with 80pt Militia Infantry instead of 2 60pt Lasrifle Sections. Unless you have specific tactics in mind (eg. massed Aurox-mounted infantry, spamming Needle Pistols on characters), take full sections and fill out your Infantry Tercios.&lt;br /&gt;
*&#039;&#039;&#039;Fire on my target!:&#039;&#039;&#039; The gamewide nerf on pie plates does not help you, as lots of them still have AP4 and can splat your infantry no questions asked, which is made worse by your reduced Coherency spacing from &#039;&#039;Close-order&#039;&#039;. Likewise, there are tons of fast firing weapons out there that will nonetheless kill your infantry handily, as Heavy Bolters ignore 4+ saves, Volkite Calivers/Culverins ID your T3 models and deny &#039;&#039;Feel No Pain&#039;&#039;, and Autocannons do both. Kill things like Heavy Support squads and Earthshaker cannons at first opportunity; the Stormhammer is excellent for this, as are Executioner Russes.&lt;br /&gt;
*&#039;&#039;&#039;They&#039;re coming out of the goddamn walls!:&#039;&#039;&#039; You have an army of &#039;&#039;Line&#039;&#039; infantry with 30&amp;quot; range and tons of tanks and artillery, meaning you will usually outgun whatever army you&#039;re facing. Your opponent knows this, and will try to negate it with Deep Strikes, Flanking Assault, &#039;&#039;Infiltrate&#039;&#039;, etc. Build your army accordingly.&lt;br /&gt;
**Take Augury Scanners! They deny &#039;&#039;Infiltrate&#039;&#039; and let you have free Interceptor, which can be very important for Melta/Plasma HQ sections and Laser Destroyer Rapiers. This is also one of the very few circumstances when (at least on HQ sections) you may consider forgoing your massed Tercio Reaction and instead have each section fire on a separate unit, so that you can avoid overkill. As you always count as stationary when shooting on Reactions, tack on Reborn Cohorts here so you can reroll 1s to hit.&lt;br /&gt;
**This is also one of the few situations where Charonites and Storm Axe Veletarii are a good idea, as your lack of &#039;&#039;Assault Vehicle&#039;&#039; transports doesn&#039;t matter if you&#039;re using them defensively. Charonites are very difficult to kill with ranged fire, their S7 AP3 claws counter Deep Striking MEQs and they shrug off most Overwatch, and can even deny the enemy from using it on the Veletarii by charging in first. Even if they do not win combat, their literal inability to break means the enemy will be stuck fighting them for some time, which means they&#039;re not charging the rest of your gunline. Meanwhile, the Veletarii have AP2 weapons, and can help the Charonites against the rare Deep Striking Dreadnought/Terminators. &lt;br /&gt;
***Charonites also serve as an early warning of sorts; the enemy understandably doesn&#039;t want his 20-strong Assault Squad to get charged by angry Ogryns... [[Just as planned|which indicates where he plans to Deep Strike]]. If he shoots the Charonites, he&#039;s Deep Striking where the Charonites are, so move your HQ Tercios there. If he isn&#039;t shooting the Charonites, he&#039;s Deep Striking elsewhere. If he&#039;s [[Alpha Legion|shooting the Charonites then Deep Striking elsewhere]]... he&#039;s wasted his firepower shooting something that is doing nothing whatsoever, instead of killing your sources of &#039;&#039;Interceptor&#039;&#039; fire. Considering how much work it takes to shoot Charonites, not bad for 120 to 140 points. &lt;br /&gt;
*&#039;&#039;&#039;Spread your officers out:&#039;&#039;&#039; As with 1.0, avoid putting your Legate Marshal in your Tactical Command Section. If you do so, you run the risk that the enemy takes out your entire Command Vox/Vox Interlock system in one go by killing the squad or simply sniping the one Command Vox operator in that squad. In the absence of (Command Vox on) your Legate Marshal &#039;&#039;&#039;AND&#039;&#039;&#039; your Auxilia Captain, the highest Ld model in your army (and thus the Ld which everyone with an Interlock will now use) is your Ld8 Veletaris First Prime or, if you did not take Veletaris, your Ld7 Troop Masters. Needless to say, you do not want that to happen. Instead, put your Legate Marshal in the Command Section of one of your more junior Tercios, preferably some distance away from the front line. Better yet, keep him in Reserves where neither he nor his Command Vox operator can be harmed.&lt;br /&gt;
**Conversely, place your Tactical Command Sections in the front line. Their Cohorts Vexilla gives them &#039;&#039;Line&#039;&#039;, allowing them to take objectives, as well as giving all Solar Auxilia within 6&amp;quot; Ld9. This way, even if Vox operators get sniped, you still have an Ld9 bubble to steady your front line.&lt;br /&gt;
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{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:8C42:816B:D39B:B25</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18093</id>
		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Solar Auxilia Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Darkness-Warhammer_30k/2.0_Tactics/Solar_Auxilia_Tactics&amp;diff=18093"/>
		<updated>2023-05-06T09:03:35Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:8C42:816B:D39B:B25: /* Cohort Doctrines */&lt;/p&gt;
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&lt;div&gt;[[File:SA-recruitment-poster.jpg‎|400px|thumb|right|Enlist today!]]&lt;br /&gt;
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{{topquote|What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!|[[Lord Solar Macharius]] (his time was later, but the sentiment was true back during the 31st Millennium)}}&lt;br /&gt;
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{{topquote|In war the greatest single deciding factor is will; without the will to do so, no sacrifice is made, no initiative seized, no objective taken and no enemy vanquished - all the guns in creation are useless without the will to pull the trigger.|[[Goge Vandire]], Sermons to the Frateris Templar, Vol XIII}}&lt;br /&gt;
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This is the current tactics page for the [[Solar Auxilia]] in HH 2.0. The 1.0 tactics can be found [[Warhammer 40,000/Tactics/Solar Auxilia (30k)|here]]&lt;br /&gt;
&lt;br /&gt;
For the generals on how to play the game and the basics on list building (as well as other tactica rules), you may want the General tactics page. You may also find the Horus Heresy general thread as &amp;quot;/HHG/&amp;quot; on [[/tg/]].&lt;br /&gt;
&lt;br /&gt;
==Why play the Solar Auxilia==&lt;br /&gt;
Because in a time of [[Space Marines|angels]] and [[Primarch|demigods]], it takes true grit to be a mere man and to stand among them, let alone fight them. Solar Auxilia are the elite humans of the [[Horus Heresy]], but that doesn&#039;t mean much when you&#039;re going up against genetically engineered post-humans wrapped in power armour. They&#039;ll be relying on massed firepower, tanks and respectable 4+ armour saves to carry them to victory, while gritting their teeth and bearing the punishment that they can&#039;t brush off. It truly can be a hard time to be a mortal among demigods.&lt;br /&gt;
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Alternatively, you might&#039;ve seen their models and decided that a steampunk-fantasy 50&#039;s sci-fi cosmonaut aesthetic is your jam. And with the drip on those voidsmen, how could you not?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Amazing looking models!&lt;br /&gt;
*Stormtrooper-tier soldiers with Imperial Guard numbers.&lt;br /&gt;
*A wholly original army just for 30k, making it pretty unique.&lt;br /&gt;
*Models with one of the coolest aesthetics GW/FW have ever produced.&lt;br /&gt;
*One of the best shooting armies in the game.&lt;br /&gt;
*The new Cohort Doctrines give Solar Auxilia some very nice diversification in their playstyles and army building.&lt;br /&gt;
*Did we mention the models?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Lost the handholding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and &#039;&#039;Blast&#039;&#039; weapons will evaporate Solar Auxilia units with each shot since they&#039;re all AP4 now. Thanks to the &#039;&#039;Close-order&#039;&#039; sub-type, you have a unit coherency of 1&amp;quot;, which means your dudes will die in droves the moment your enemy pulls out a pie plate. This won&#039;t be a problem for your Marine playing opponents and their 3+ armour saves.&lt;br /&gt;
*This is not the Tank edition and most of your armour is far more limited in their usefulness and which guns are effective.&lt;br /&gt;
*Most of your stuff is more expensive now compared to 1E, and that&#039;s on top of core game mechanics favouring Marines. Point-per-point, you will lose to Astartes.&lt;br /&gt;
*Dreadnoughts are one of the most effective things in this edition, and you have none. Your options for taking them out are also limited.&lt;br /&gt;
*This army is expensive to build. Forget selling your own organs, you&#039;ll have to build a drug empire and spend your nights hunting people and harvesting all of their organs. Their fluff of highly standardized equipment makes every alternative a bad proxy.&lt;br /&gt;
&lt;br /&gt;
==Core Warlord Traits==&lt;br /&gt;
Solar Auxilia do not get unique warlord traits, so you better pick the generic one that grants you the extra reaction in the phase of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Bloody-Handed:&#039;&#039;&#039; +1 to combat resolution within 12&amp;quot;. Extra Assault Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Stoic Defender:&#039;&#039;&#039; Grants &#039;&#039;Pinning&#039;&#039; to the shooting attacks of his unit, provided they cause at least one unsaved wound. Extra Shooting Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Ever-vigilant:&#039;&#039;&#039; Warlord&#039;s unit uses his Initiative + 1 instead of the lowest Initiative in the unit when running. Extra Movement Phase Reaction.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Legate:&#039;&#039;&#039; Restricted to a Leman Russ Command Tank upgraded with Combat Doctrines if using an Armoured Fist Pattern Cohort. The model gains a 5+ Invulnerable Save and +1 BS (taking it to 5).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close-Order Sub-Type:&#039;&#039;&#039; One of the key ways the army functions. The entire squad now has a unit coherency range of 1&amp;quot;, cannot Run or Sweep, but they can move up to half their movement speed and still be able to shoot any Heavy weapons as if they stood still.&lt;br /&gt;
**It&#039;s most notably found on your Troops and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris Tercios, so keep that in mind; they still can&#039;t Run because they&#039;re &#039;&#039;Heavy&#039;&#039;, but they can spread out to avoid Blasts/Templates and &#039;&#039;&#039;can&#039;&#039;&#039; Sweep after winning combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tercio &amp;amp; being &amp;quot;In Formation&amp;quot;:&#039;&#039;&#039; The &#039;&#039;Tercio&#039;&#039; special rule is the other key way the army functions, basically allowing you to group multiple units in a single FOC slot. When units belonging to the same Tercio/slot are within 3&amp;quot; of each other, they are considered to be &amp;quot;In Formation&amp;quot;. Being &amp;quot;In Formation&amp;quot; gives your troopers benefits such as being able to React in the same way during a Reaction that requires Shooting or Movement, and other things depending on your Cohort Doctrine.&lt;br /&gt;
**In essence, this is the Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board); this gives you the &#039;&#039;&#039;WALL OF GUNS&#039;&#039;&#039; as an Overwatch weapon.&lt;br /&gt;
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===Cohort Doctrines===&lt;br /&gt;
The best bit of the older Militia rules applied to the Solar Auxilia, to the point it deserves a section of its own. There are eight options to pick from, which are unlocked either by a model with the &#039;&#039;Cohort Doctrines&#039;&#039; special rule, or a model without the rule upgraded to have it via a specific Cohort Doctrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The regiments that most resemble those of the early Great Crusade, such as the 1st to 10th &#039;Saturnyne Rams&#039;, and the cohorts based upon them. These favour an older, more elite style of warfare, [[Stormtrooper|very focused on aerial insertions and boarding actions]]. This is the elite option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Veletaris Tercios may be taken as Troops choices. The boys are fucking back!&lt;br /&gt;
**Due to the disappearance of the Flamer Section from the Auxilia Infantry Tercio, using this Doctrine and taking Heavy Flamers on your Veletaris Vanguard Section is now the only way to get massed Flamers from Troops.&lt;br /&gt;
**Indirectly lets you take lots of Charonite Ogryn Sections, as there&#039;s literally nothing else in your Elites slots. Is that a good idea? That&#039;s another matter.&lt;br /&gt;
*All units in an Auxilia Veletaris Tercio can take Arvus Transports as Dedicated Transports.&lt;br /&gt;
**Provides an interesting alternative deployment method for your Veletaris; namely, Deep Striking in their flying transport. That said, it&#039;s extremely frail and will die to any sort of &#039;&#039;&#039;Interceptor&#039;&#039;&#039; fire, so think carefully.&lt;br /&gt;
*All Auxilia Veletaris Tercios taken as Troop choices gain &#039;&#039;Line&#039;&#039;, enabling you to skip Auxilia Infantry Tercios altogether and build a crack close-quarters infantry core. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The Detachment cannot take more than one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio.&lt;br /&gt;
**This doesn&#039;t stop you from bringing some allies with tanks and artillery, assuming the nine Leman Russes in the Auxilia Armoured Tercio aren&#039;t enough. Likewise, the Auxilia Artillery Tercio allows up to nine Rapier Carriers, so this should not be a problem. Moreover, you can always take non-Tercio units, as your Heavy Support slots aren&#039;t actually restricted. Want more Leman Russes? Here, take a squadron of Malcadors instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ultramar Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
A new formation meant to tackle the evolution of battle in the late Great Crusade, pioneered by none of other than [[Roboute Guilliman]], proving himself [[spiritual liege|once again the master of all of the myriad disciplines of war]]. These are cohorts like the 255th Calth &#039;High Guard&#039; and the 204th Manachean Cohort. The massed infantry option.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Infantry Tercios (referred to in this Doctrine as Auxilia Rifle Tercios, at least according to their Tercio Organisation Chart) can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; Rifle Sections]]. Considering you had 6 Troops slots, could take up to 3 Rifle Sections in each Infantry Tercio to begin with, and had no special weapons units, this is not truly necessary.&lt;br /&gt;
**There is one benefit to this, however. [[Dakka|It lets you react with 6 Rifle Sections worth of fire]] and 120 S6 shots are enough to kill a maxed squad of Tacticals/Despoilers or even a 5 man squad of Terminators.&lt;br /&gt;
*Rifle Sections and Line Command Sections gain +1 To Hit during Shooting Attacks when all models in the unit are in base contact with at least one other model from the same unit.&lt;br /&gt;
**A mirror to the old Close Formation Fighting of 1.0, except holding hands buffs your shooting instead of your melee now. This can be difficult to use; it&#039;s kind of the whole point of taking the Doctrine, but using it is basically inviting your opponent to unload all of his Blasts/Templates on you. Since there&#039;s otherwise no FOC limitations, consider taking some Valdors to shut enemy artillery up with &#039;&#039;Shock Pulse&#039;&#039; so that your infantry can form up in peace. &lt;br /&gt;
**Alternatively, you&#039;re not required to [[Warhammer Fantasy|actually form up in a square]]; take a leaf from the Napoleonic British by forming thin lines so you can still be extremely annoying to hit with Blast/Template weapons, while most of the unit will probably still be in range because Lasrifles have a 30&amp;quot; range in a game where everyone else&#039;s basic infantry weapons have a 24&amp;quot; range or less... or you can just field your Rifle Section models in pairs or trios, then space these out as normal. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Rifle Sections and Line Command Sections cannot take any Dedicated Transports. This can be problematic for the purposes of taking objectives, as the &#039;&#039;Close-order&#039;&#039; sub-type prevents Running and you have reduced Initiative for Movement Reactions. Be prepared to use Aurox-mounted Tactical Command Sections with Cohorts Vexilla to take objectives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reborn Cohorts&amp;quot;&amp;gt; &lt;br /&gt;
Recently disbanded regiments whose veterans, upon hearing of the Heresy, decided to come out of retirement to kick some ass. While a bit more grizzled, those years have clearly taken their toll on the soldiers. The most famous example is Agathon&#039;s 1522nd Cohort, better known as &#039;The Lord Marshal&#039;s Own&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units in the Detachment gain +1 to their Leadership and the &#039;&#039;Stubborn&#039;&#039; rule.&lt;br /&gt;
*If a unit has not moved, it may re-roll To Hit rolls of 1 when shooting.&lt;br /&gt;
**Re-rolling 1s is not as good as gaining +1 To Hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The ten Plasma/Melta weapons your HQ Sections get? Re-roll 1s. Gravis Lascannon Leman Russ? Re-roll 1s. Valdor? &#039;&#039;&#039;Re-roll 1s.&#039;&#039;&#039; Your Rifle Sections and Heavy Support choices all have good range, so standing still should not be a problem. You&#039;re also assumed as being stationary for the purposes of shooting during Reactions, so you get improved &#039;&#039;&#039;Return Fire&#039;&#039;&#039; and &#039;&#039;&#039;Overwatch&#039;&#039;&#039;, which you&#039;re already very good at because your infantry come in Tercios. Re-rolling 1s To Hit also makes &#039;&#039;Gets Hot&#039;&#039; a very minute concern, so Plasma weapons/Valdors basically don&#039;t blow themselves up anymore. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*The Detachment cannot take more than a single Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. See the Solar Pattern tab for comments. &lt;br /&gt;
*Infantry units are considered to have Initiative 1 for the purposes of making Reactions, Running and Sweeping Advances. They also reduce their Initiative by 1 when determining the order of attack during the Assault phase.&lt;br /&gt;
**Not as bad as it sounds, as -1I does absolutely nothing to hinder your shooting and shooting Reactions, which is where you do your damage. Melee Veletaris units also have &#039;&#039;Unwieldy&#039;&#039; and &#039;&#039;Heavy&#039;&#039; to begin with, so the only downside is I1 for Sweeping Advances and movement Reactions, while Rifle Sections are I3 and hit after MEQs anyway. It &#039;&#039;will&#039;&#039; affect any melee-oriented Tactical Command Tercio sections you take, but why are you building them for melee when you can get re-rolls on your ranged special weapons?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Regiments that recruit from savage worlds or barbaric cultures, resulting in fearsome but overly aggressive troopers akin to the 142th &#039;Cthonian Headhunters&#039; or 905th &#039;Ash Scorpions&#039; from [[Flame Falcons|Lethe]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Any unit made purely of infantry models may purchase &#039;&#039;Fear (1)&#039;&#039; for +25pts. This is regardless of size, so bulk up those squad size numbers.&lt;br /&gt;
**Functions well with needle pistol spam, as you increase the chance of enemies failing the &#039;&#039;Pinning&#039;&#039; check.&lt;br /&gt;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being &amp;quot;In Formation&amp;quot;. This encourages you to cram as many models as possible into each Tercio. It also mitigates the impact of being forced to Charge; even if you fail and get Charged instead, you still get your +1A. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You must Charge as soon as you are given the chance. So much for the famed Saturnyne Ordo&#039;s discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent Charging. The &#039;&#039;Close-order&#039;&#039; sub-type allows Charging after firing Heavy/Rapid Fire weapons, so your infantry can effectively always Charge and therefore must Charge. Better get them melee weapon upgrades.&lt;br /&gt;
*Loyalist armies can&#039;t handle the tribal drip (read: skulls on ropes and tribal tattoos on the armour) and treat Feral Pattern Cohorts as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;, regardless of what the Allies Matrix says. No word on Custodes/Sisters of Silence, who, as Agents of the Emperor, are &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with all Loyalist armies and do not appear on the Matrix at all; also, this being Loyalist only makes [[Ultramarines|more]] [[Night Lords|sense]] for allies with some Legions than [[Space Wolves|some]] [[Emperor&#039;s Children|others]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoured Fist Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Achtung Panzer!&#039;&#039;&#039; This Cohort Doctrine is built around tanks and multiple Solar Auxilia armies were fielded like this during the Heresy, as the tanks helped level the playing field when facing off against the Legiones Astartes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios may be taken as non-Compulsory Troops, but each can only be made up of a single Leman Russ Strike Squadron. &lt;br /&gt;
*A single Leman Russ Command Tank must be selected as the Warlord, locking out any HQ choice that outranks him. The Command Tank gains the &#039;&#039;Armoured Legate&#039;&#039; Warlord trait, granting him +1 BS and 5++, and &#039;&#039;Cohort Doctrines&#039;&#039;, allowing you to skip taking a Legate Marshal.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All infantry units must begin the game Embarked in transports or in Reserves. You need your Rifle Sections to take objectives, but they&#039;re far too slow to reach objectives while footslogging in from Reserves and Dracosans are too expensive to give to every squad, so expect to field squads of 10 guys in an Aurox. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Penal Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
The Solar Auxilia was meant to be the elite of the [[Imperial Army]], but that didn&#039;t stop governors and Excertus officers from cutting corners in both budget and recruitment. This resulted in less cohesive cohorts, who nevertheless managed to give exemplary service on many occasions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Models in Rifle Sections gain &#039;&#039;Feel No Pain (6+)&#039;&#039; and, along with all models with the &#039;&#039;Tercio&#039;&#039; rule, gain &#039;&#039;Furious Charge (1)&#039;&#039;. This puts you up to Space Marine strength on the Charge, while &#039;&#039;Feel No Pain (6+)&#039;&#039; means you can skip Medicae on your grunts. However, you&#039;re still T3 and will suffer ID from everything that is Power Maul-level and up, so watch out. &lt;br /&gt;
*Any model can replace their lasrifle or volkite charger with a variety of S3 AP- weapons for free: autorifle/lasgun (24&amp;quot; Rapid Fire), lascarbine (18&amp;quot; Assault 2 AP6), shotguns (12&amp;quot; Assault 2 &#039;&#039;Concussive (1)&#039;&#039;) or stubcarbines (12&amp;quot; Assault 3). In addition, one Auxilia in any Rifle Section may take instead a heavy stubber for +5 points per model. The stubcarbine actually does more damage when in range than the lasrifle, the shotgun can level the playing field for Rifle Sections against MEQs in melee, and there are reasons below as to why you&#039;d replace the lasrifle with the nominally inferior lasgun or lascarbine. &lt;br /&gt;
**Swapping out your Veletaris Tercio&#039;s volkite chargers is almost always as stupid as it sounds, as the charger outperforms everything on the list damage-wise by a country mile. The only case it may work is dropping them for a mix of shotguns and storm axes to dump &#039;&#039;Concussive (1)&#039;&#039; on an enemy unit before the Charge. Think carefully about this, however; regular Rifle Sections can take shotguns as well, so it might be way smarter to have one of them support a pure storm axe Veletaris Section.&lt;br /&gt;
**Bayonets only come on lasrifles, so you cannot combine your &#039;&#039;Furious Charge (1)&#039;&#039; with bayonets for S5 if you&#039;ve taken replacement weapons. It makes zero sense for autoguns and lasguns to not get them, but it is what it is. &lt;br /&gt;
**You only need to take enough shotguns to cause a wound (saved or otherwise!) in order to trigger &#039;&#039;Concussive (1)&#039;&#039;. Against MEQs, this means you need 6 shots (1/2 chance to hit on BS3, 1/3 chance to wound T4 with the S3 shotgun) and therefore a minimum of 3 shotgun models (Assault 2). While you can take a couple of extra shotguns in case the dice don&#039;t go your way or the shotgun models get sniped, you should otherwise simply take stubcarbines for extra firepower. &lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*All your units lose the &#039;&#039;Close-Order&#039;&#039; sub-type. Enjoy the extra coherency range and say goodbye to your heavy guns.&lt;br /&gt;
**Your infantry are basically back to being the [[Imperial Guard]]. Losing the &#039;&#039;Close-order&#039;&#039; sub-type means you cannot move and fire Heavy weapons like lasrifles, so get your mobility back by taking Rapid Fire/Assault weapons. However, if you&#039;ve taken a heavy stubber, you can&#039;t move and shoot anyway, so keep the lasrifles in that case.&lt;br /&gt;
**Not actually a con for your HQ Tercios, as they don&#039;t use Heavy weapons anyway and don&#039;t want to Charge. Regaining the ability to Run can actually be very helpful for full squads of Plasma/Melta that need to get into range.&lt;br /&gt;
*You can only take one Auxilia Veletaris Tercio. Not much of a drawback, as one Tercio is 3 units. If you still don&#039;t have enough short ranged firepower/melee, take Tactical Command Tercios.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Siege Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
These are the Solar Auxilia cohorts that clearly spent too much time around the [[Iron Warriors]]. These guys gained an affinity for siegecraft and bringing a bucketload of heavy artillery to rain hell upon their opponent. After all, a battery of field artillery is worth a thousand lasrifles.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Auxilia Armoured Tercios and Auxilia Artillery Tercios can be taken as both Heavy Support and Elites choices. Can actually be useful, as the Solar Auxilia Elites units aren&#039;t very good barring Veletaris (which come in Tercios anyway), while allowing you to spam the big guns you need to take out Dreadnoughts and the like.&lt;br /&gt;
*You can re-roll the Scatter direction die when firing &#039;&#039;Blast&#039;&#039; and &#039;&#039;Barrage&#039;&#039; weapons.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You MUST purchase Dedicated Transports for every unit. You don&#039;t need to start the game in said transports, but that sorta defeats the purpose of having to pay for them. You want to rain hell as you advance? Mechanize. Like Armoured Fist, this means taking small infantry units or taking Dracosans.&lt;br /&gt;
**This means no Charonite Ogryn Sections, as they cannot take DTs. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Pattern Cohorts&amp;quot;&amp;gt;&lt;br /&gt;
Because Forge World loves to cram battle-automata wherever they can, and we&#039;re not here to complain.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Castellax Battle-automata Maniples and Thallax Cohorts can be taken as Elites choices.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you can keep the bots under control. Additionally, the Legate Marshal gains &#039;&#039;Master of Automata&#039;&#039; to keep with the bots.&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*You can only take one Auxilia Armoured Tercio and only one Auxilia Artillery Tercio. Not a big downside considering how much you can cram into a single Tercio of any type.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear of the Solar Auxilia==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charnabal Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Duelling weapons that rely on speed and precision over brute strength. A few more of these have been added in 2.0, but they all follow the same general theme of relying on &#039;&#039;Breaching&#039;&#039; instead of normal AP, but gaining initiative in challenges. A surprising number of Solar Auxilia units can take these weapons, with varying degrees of usefulness.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Sabre:&#039;&#039;&#039; The standard Charnabal weapon, with S-User, &#039;&#039;Breaching (5+)&#039;&#039; and &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;. The option that will inflict the least wounds due to having no strength bonus, but strangely the one that will inflict the most AP2 wounds due to having a better version of &#039;&#039;Breaching&#039;&#039; than the Tabar and having more attacks than the Glaive. Because your men are Strength 3, you will only wound MEQs on a 5+ anyway, making it practically an AP2 weapon at base. However, this also means it scales terribly with bonus strength (Biomancy, &#039;&#039;Furious Charge&#039;&#039;) and cannot threaten &amp;gt;T5 targets. For Dreadnought/Automata combat, look at the Power Weapons list.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Tabar:&#039;&#039;&#039; Yeah, I didn&#039;t know what a Tabar is either (it&#039;s a Persian battle axe of yore), and the Charnabal version isn&#039;t too much to write home about. It is a little bit worse than the Sabre as it has the same &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039;, and only has &#039;&#039;Breaching (6+)&#039;&#039; in exchange for S+2, which is kind of meh when compared to some Power Weapons. Going up to Strength 5 could help you wound tougher enemies, but those wounds will most likely just bounce off their armour due to the inferior &#039;&#039;Breaching&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Charnabal Glaive:&#039;&#039;&#039; &#039;&#039;Duellist&#039;s Edge (2)&#039;&#039;, &#039;&#039;Breaching (5+)&#039;&#039;, S+1, &#039;&#039;Two-handed&#039;&#039;. Hitting before most MEQs is nice, but is it worth giving up chances to trigger &#039;&#039;Breaching&#039;&#039; by losing your +1 attack from having 2 weapons?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The high AP combat weapons that are slower than Charnabal Weapons, but offer more killing power.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; The standard AP3 power weapon, but now it comes with &#039;&#039;Rending (6+)&#039;&#039; so you can actually cut through Artificer armour. It&#039;s not reliable, but a buff is a buff. Generally not worth it for the Solar Auxilia, as the Charnabal Sabre outperforms it against most MEQs and TEQs. It is better against Dreadnoughts and Automata, but why would you ever try to fight those in melee?&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; The same old S+1 AP2 &#039;&#039;Unwieldy&#039;&#039; weapon. Your strength 3 wasn&#039;t going to ID any MEQs anyway, so this could be a budget alternative to the Power Fist. Your low strength also makes the Axe inferior to the Sword when fighting everything above T4 (same wounding and AP, but Sword is not &#039;&#039;Unwieldy&#039;&#039;), so take the Sword if you expect to fight Dreadnoughts and the like. That said, it is worth considering if you have strength buffs from allied Biomancy Psykers and/or &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine, meaning you can for once wound more than Charnabal Sabre/Power Sword.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; Got a very nice buff as it is still S+2, but now it is also AP3 so it can actually kill marines rather than bouncing off their armour. Also decent against Automata, as you wound them reliably. &lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; Also received a very helpful buff in the new edition. They are now S+1, AP3 standard and include the &#039;&#039;Reach (1)&#039;&#039; special rule, making it more consistent and actually useful after a charge. This allows your HQ sections to &#039;&#039;&#039;a.&#039;&#039;&#039; get to S4 and wound MEQs on a 4+ and &#039;&#039;&#039;b.&#039;&#039;&#039; hit before MEQs, which is very nice indeed.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2, AP2 and &#039;&#039;Unwieldy&#039;&#039;, the Power Fist is unable to ID MEQs due to your reduced strength, but it does allow your men to wound MEQs on a 2+ and gives you a better chance against Dreadnoughts and Automata. Has &#039;&#039;Specialist Weapon&#039;&#039; unlike everything else on the list; as none of your models can take 2 &#039;&#039;Specialist Weapons&#039;&#039;, this means you cannot get extra attacks. &lt;br /&gt;
**You can get back to S8 and ID MEQs by adding Biomancy (read: allied Librarian) and &#039;&#039;Furious Charge&#039;&#039; from Penal Pattern Cohort Doctrine to your original S6 attack. The HQ officers who can take this are all at least A3 and can go to WS5, so they&#039;re actually able to make good use of the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Melee Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The weapons that don&#039;t fit into the other categories.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; A 1 point upgrade to give your men +1S to all melee attacks, but it has &#039;&#039;Two-handed&#039;&#039;, meaning you don&#039;t get extra attacks for having a second close combat weapon/pistol. You don&#039;t care about that because literally every model in the list that can get CCW/pistol is required to give up their Lasrifle for it, meaning everyone that could get bayonets will not have 2 melee weapons anyway. Gives your rifle sections the ability to wound marines on a 4+, or better if you take the right Combat Doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; The standard S-User, AP- chain weapon, but now it has &#039;&#039;Shred&#039;&#039;. Only available to Companions in the Command Tercio, and at [[wat|5 points each]] they&#039;re absolutely not worth it. &lt;br /&gt;
*&#039;&#039;&#039;Charonite Claws:&#039;&#039;&#039; The weapon of choice for your Ogryns. S7 AP3 &#039;&#039;Two-Handed&#039;&#039; and [[fail|Rending (6+)]]. A step down from the old rules, but still your best bet for fighting Automata in melee. Unfortunately, &#039;&#039;Furious Charge&#039;&#039; doesn&#039;t work on it as a fixed strength weapon.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; A completely different weapon from 1.0. Instead of being a 5&amp;quot; S10 AP2 pie plate of doom capable of destroying everything under it, it&#039;s now S12 AP3 3&amp;quot; &#039;&#039;Sunder Brutal (3) Rending (6+)&#039;&#039;. It won&#039;t do anything against Dreadnoughts due to being AP3, but it&#039;s an excellent anti-Automata weapon, as it wounds easily, causes lots of wounds and ignores armour. Also useful in a pinch as anti-vehicle, as S12 &#039;&#039;Sunder&#039;&#039; will more or less guarantee penetration.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Cannon:&#039;&#039;&#039; 240&amp;quot; S9 Ordnance 1 is decent enough against vehicles, but being AP4 instead of AP3 makes it basically worthless against MEQs and &#039;&#039;Shred/Pinning&#039;&#039; simply doesn&#039;t do enough to compensate for it regardless of 5&amp;quot; blast. Can be useful against non-Space Marine armies, but is that really a selling point in the Space Marine civil war game?&lt;br /&gt;
*&#039;&#039;&#039;Medusa Mortar:&#039;&#039;&#039; The old TEQ killing king has seen a very unfortunate nerf. It&#039;s the same as above, except with 36&amp;quot; and &#039;&#039;Rending (6+)&#039;&#039; instead of &#039;&#039;Shred&#039;&#039;. Much too expensive as self-propelled artillery in Heavy Support, while too short-ranged to be stationary artillery in Fortifications. Pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; Widely available as sponson/hull mounts on tanks. Has gained &#039;&#039;Rending (6+)&#039;&#039; for improved performance in general, but remember that it&#039;s &#039;&#039;&#039;not&#039;&#039;&#039; a Defensive Weapon because it&#039;s S7, so it must fire on whatever the main cannon is shooting unless you have other special rules. This generally isn&#039;t a problem because the autocannon can do literally anything serviceably, but you can get actual Defensive weapons if you want emergency anti-infantry, while you should have taken a Lascannon if you wanted heavy duty anti-vehicle. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; A literal modern day HMG. Widely available as a pintle mount on all of your vehicles, as you don&#039;t get combi-bolters. 3 shots of S4 AP6 really isn&#039;t much, but it&#039;s only 5 points so you&#039;ll make your points back if you kill just 1 guy. Also a Defensive weapon due to being &amp;lt;S7, so it can act as point defence and fire independently of your main guns. Not bad to be honest.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Nerfed into the ground because people were complaining about low AP pie plates making massed infantry unplayable. Instead of the previous MEQ-murdering S8 AP3 5&amp;quot; blast, now a S8 AP4 3&amp;quot; blast. The blast is too small to be useful against infantry, while against everything else it is far outperformed by its brother...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Battle Cannon:&#039;&#039;&#039; Lost &#039;&#039;Armourbane&#039;&#039;, but is now 2-shot and has &#039;&#039;Brutal (2)&#039;&#039;. An excellent anti-Dreadnought weapon, as you can wound reliably, cause multiple hits and then cause multiple wounds. Also gained &#039;&#039;Sunder&#039;&#039;, so still very good against vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter&#039;&#039;&#039;: The Space Marine standard 24&amp;quot; S4 AP5 Rapid Fire weapon. Everyone who can take one can also take a Minor combi-weapon, which is objectively superior. Take those instead.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; Usually available as hull mounts on tanks. As far as a stock weapon goes, 36&amp;quot; Heavy 4 S5 AP4 really isn&#039;t bad, and is arguably better than the Multi-laser you usually get instead in this army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combi-Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Half a Bolter, half another gun. There are two categories of Combi-Weapons, with Magna only getting one shot with their alternate gun, and Minor getting to fire multiple times. It&#039;s definitely worth mentioning that Combi-Weapons can fire BOTH primary and secondary weapons without requiring the &#039;&#039;Firing Protocols (X)&#039;&#039; rule. Squads armed with them are able to throw out a surprising volume of firepower. All of the models that can take this are BS4, so you&#039;re as likely to get what you paid for as you would on Space Marines. &lt;br /&gt;
*&#039;&#039;&#039;Minor Combi-Weapons:&#039;&#039;&#039;: Flamers, Volkite Chargers, and Grenade Launchers. Grenade Launchers seem to be the standout pick, but the Strength of these weapons has dropped to 5 on the Krak profile, and resolving lots of weak Blast (3&amp;quot;) shots in a turn with the Frag profile means they&#039;re a pain to play. Of course, the combi-Flamer reigns supreme against hordes. &lt;br /&gt;
**The Grenade Launcher is always inferior to the Volkite Charger in terms of damage. 1 shot at S5 AP4 is worse than 2 shots of S5 AP5 &#039;&#039;Deflagrate&#039;&#039; against any opponent, while the potential to make lots of hits using the frag grenade is also the same anti-light infantry specialisation as the Volkite Charger. The Frag&#039;s &#039;&#039;Pinning&#039;&#039; and either option&#039;s 24&amp;quot; can be useful, but taking the combi-Volkite is generally better.&lt;br /&gt;
**These are not generally good ideas. Minor Combi-Weapons are anti-light infantry weapons, but you should already have enough of that between your Rifle and Veletaris sections. Don&#039;t throw away your only source of Plasma/Melta to do something the rest of your army is already doing.&lt;br /&gt;
**&#039;&#039;&#039;Magna Combi-Weapons:&#039;&#039;&#039;: Meltaguns and Plasma Guns. Not generally a good idea, as everyone who can take these can also take actual Plasma/Melta weapons at a similar price. If you want special weapons, take the actual special weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Template weapons, meaning they don&#039;t test on BS and instead auto-hit everyone under the teardrop. &lt;br /&gt;
*&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Very nice at 2 points for the same S3 as the Laspistol, except with a lot more hits. However, has the same problem as all of the pistol upgrades in that it replaces the stock longarm the unit gets. &lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; A moment of respect for the vanished Flamer Section here. Instead, Flamers are now only available to HQ Tercio Sections. Do not take them as standalone weapons under any circumstance, as a combi-version is available at the same price. Otherwise a decent weapon, as S4 AP5 template can cause a lot of wounds and force failed saves.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; S5 AP4, and is therefore extremely deadly against anything weaker than an MEQ and can cause enough hits to force failed saves even against them. That said, it&#039;s mostly available as a sponson/pintle mount on your vehicles, most of which do not want to be in flamer range to begin with. Also an alternate choice for Veletaris Vanguard Sections instead of their Rotor Cannons, in case you prefer actually killing people instead of Pinning them. Is a Defensive weapon on vehicles due to being &amp;lt;S7, so it can torch nearby infantry while the main gun shoots something else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; Same old S3 AP- Pistol. Don&#039;t expect to see this a lot, as only your sergeants get it and they will almost always get to choose their unit&#039;s normal gun instead, or can take better pistols like...&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; The Hellpistols of the 31st Millennium. Actually very powerful weapons at S6 AP4 Pistol 2 (stronger than a Volkite Charger!), but only available to HQ sections (where it competes directly with special weapons) and unit sergeants, where its 9&amp;quot; range can be troublesome when the rest of the squad has 15&amp;quot; or 30&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Lasrifle:&#039;&#039;&#039; The mainstays of the Solar Auxilia. Unlike last edition, these have all the attachments stock and thus have two different settings to use. Volley is your classic lasgun-like with 30&amp;quot; Heavy 2 S3 AP6. Blast Charger gives you the high-power punch with 18&amp;quot; Heavy 1 S6 AP4.&lt;br /&gt;
**The Blast Charger should be used at every opportunity. It inflicts ID on T3 models (denying &#039;&#039;Feel No Pain&#039;&#039;), offsets being 1-shot by having more than twice the probability to wound T4/5 targets compared to the standard shot, and can actually wound T6 and above. There are very few circumstances where Volley Fire will do more damage.&lt;br /&gt;
**That range will be a necessity, as the &#039;&#039;Close-Order&#039;&#039; sub-type severely hampers the mobility of the men carrying them. That said, &#039;&#039;Close-order&#039;&#039; also lets you at least move somewhat while firing the Lasrifle.&lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; &amp;quot;What if I tied 3 Blast Charger rifles together?&amp;quot; You get this. 3 shots of S6 AP6, available by the bucketload on your vehicles. You don&#039;t really get Heavy Bolters, so it will have to be this for anti-light infantry. Is a Defensive Weapon on vehicles due to being &amp;lt;S7, so don&#039;t be too worried if the main gun is an anti-tank weapon.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; &amp;quot;What if my Multi-laser fired one big shot instead?&amp;quot; Good old 48&amp;quot; S9 AP2, except it has gained &#039;&#039;Sunder&#039;&#039; for improved penetration rolls. Also an instrument for killing the much-improved Terminators and Dreadnoughts in this edition, as you need the S9 to ID 2W TEQs now and Dreadnoughts are now pseudo-Monstrous Creatures with 2+/5++.&lt;br /&gt;
*&#039;&#039;&#039;Gravis lascannon:&#039;&#039;&#039; 2 of the above, so you get 2 shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Your only source of Melta weapons in the list except for the Legate Marshal, available to your HQ Tercio Sections. The customary Assault 1 S8 AP1 &#039;&#039;Armourbane (Melta)&#039;&#039; weapon capable of melting TEQ and vehicle alike, but its 12&amp;quot; range can be very limiting. The squads which have this all have &#039;&#039;Close-order&#039;&#039;, preventing you from running into range, while it being an Assault weapon receives no benefit from the unit subtype. If you&#039;re taking a full squad of these, get a transport. &lt;br /&gt;
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&#039;&#039;&#039;Needle Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; Yet another pistol upgrade for your characters, with all of the problems it implies by dint of not being a standard ranged weapon. It&#039;s a different flavour to the Blast Pistol in that they&#039;re both 2-shot weapons that wound easily, but this one uses &#039;&#039;Poison&#039;&#039; instead of high strength. You&#039;re not likely to get &#039;&#039;Pinning&#039;&#039; either; you&#039;ll likely cause a wound, but you don&#039;t normally get any leadership debuffs to the test. &lt;br /&gt;
**However, it can be an interesting choice if you&#039;re set on abusing Tercio mechanics. You can potentially cause multiple &#039;&#039;Pinning&#039;&#039; tests by having characters from multiple sections use this weapon on Reactions, cancelling a charge and leaving the enemy Pinned in the middle of your gunline. Works particularly well if you have &#039;&#039;Fear&#039;&#039; from Feral Pattern Cohort.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Generally weapons with S7 AP4 &#039;&#039;Breaching (4+) Gets Hot!&#039;&#039;. Your models generally have 4+ saves, which means they do NOT get their armour save against &#039;&#039;Gets Hot!&#039;&#039; this edition. However, all infantry models who can get one of these (except for Lasrifle Section sergeants and Medicae) have an Invulnerable save, can upgrade their armour, or both, so it&#039;s not that bad. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; An upgrade to the Laspistols all of your characters can get. Actually reasonably priced at 5 points, but it has the same problem as the Blast Pistol; if you have one in the first place, you&#039;ve given up your rifle, which is just a bad idea in principle. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire available to your HQ Tercio Sections and is a decent choice for killing MEQs. However, TEQs having 2W now means you&#039;ll need a lot more shots to take them out. Faces stiff competition from the Meltagun, which while being 1-shot can ID TEQs and ignore their armour. That said, neither weapon can  ID Custodes/Dreadnoughts/Automata anyway, while the Plasma Gun could already ID T3 models, so the Plasma Gun&#039;s 12&amp;quot; extra range and extra shot within 12&amp;quot; can give it the advantage against non-Marine opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volkite Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
*&#039;&#039;&#039;Volkite Charger:&#039;&#039;&#039; The weapon that makes your Veletaris Tercios so fearsome at short range. Assault 2 S5 AP5 &#039;&#039;Deflagrate&#039;&#039; is already nice, but it becomes absolutely disgusting when it comes in squads of 20 and squads come in Tercios of 3. Space Marine Legions wish they could take so much firepower in one slot. Also available on your HQ Tercio Sections, but they have even better choices, so look elsewhere. 15&amp;quot; can be limiting when everyone who can take them is &#039;&#039;Heavy&#039;&#039; or &#039;&#039;Close-order&#039;&#039;, and thus cannot Run into range; your units are cheap and large enough to make a few casualties acceptable, but think about transports, Deep Striking and the like.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Comes with Krak (S5 AP4) and Frag (S3 AP6 &#039;&#039;Pinning&#039;&#039;) munitions and only available on your HQ Tercio Sections. Never take this as a standalone weapon, as the said Sections can take a combi-version of it at the same price and they have better options in any case.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Void Armour:&#039;&#039;&#039; Space Carapace armour that gives a 4+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Void Armour:&#039;&#039;&#039; Void armour that also has the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Void Armour:&#039;&#039;&#039; Power armour, as it gives the wearer as 3+ save and the &#039;&#039;Heavy&#039;&#039; Sub-type.&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Vexilla:&#039;&#039;&#039; The basic one. +1 to combat resolution and stop your voidsmen from running off the table.&lt;br /&gt;
*&#039;&#039;&#039;Command Vox:&#039;&#039;&#039; The master vox. Any unit with one can share their Leadership with any other unit that has a Vox Interlock or another one of these, allowing them to use the officer&#039;s decent leadership. Works from Reserve, so feel free to hide your Legate Marshal in a Line Command Section in Reserve to broadcast his Ld10 to your entire army.&lt;br /&gt;
**&#039;&#039;&#039;Vox Interlock:&#039;&#039;&#039; 1-way radio, allowing units to use the Leadership of anyone with a Command Vox. Useless without a Command Vox, so don&#039;t take 9 of these without actually having a squad with a Command Vox.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Legate Marshal:&#039;&#039;&#039; 85 points, 0-1 restriction, Infantry (Heavy, Character) - the old &amp;lt;s&amp;gt;Lord Marshal&amp;lt;/s&amp;gt; LORD MARSHAL upgrade gets their own entry. Comes with Laspistol, Close combat weapon, Heavy Void Armour (for a 3+ save), Refractor Field, and frag and krak grenades. Can upgrade their pistol to a Blast Pistol, Needle Pistol, Hand Flamer, Volkite Serpenta, Plasma Pistol, Inferno Pistol or Archaeotech Pistol. They may also upgrade their CCW to a Power Weapon, Charnabal Weapon, Thunder Hammer, Power Fist or Paragon Blade. Any one weapon may be &#039;&#039;Master-crafted&#039;&#039; for 10 points. They may swap their armour with Artificer (you may remove the Heavy Sub-Type if you do), they may take an Iron Halo, as well as a Cyber-Familiar and Melta Bombs [[What|(those are &#039;&#039;&#039;20&#039;&#039;&#039; points. 20!)]]. So you can give them a 2+ save and 3++ invuln, and with the way snipers work now you absolutely should. &#039;&#039;Battle-hardened (1)&#039;&#039; 2+/3++ 4W makes him basically impossible to kill without S8 AP2, but WS5 S3 means he won&#039;t be killing Praetors anytime soon. Also has &#039;&#039;Stubborn&#039;&#039; and COMBAT DOCTRINES.&lt;br /&gt;
**COMBAT DOCTRINES unlock special bonuses for your army - these are your Rites of War, but are much more characterful, telling us the origins of your Auxilia army - so you will be seeing a Legate Marshal in nearly every list. &lt;br /&gt;
**Always put this guy in a unit with a Command Vox. This lets everyone in the army with a Vox Interlock use his Ld10 for Morale checks and Pinning, which you&#039;ll need because your basic Auxilia trooper is Ld6 and their sergeants are Ld7-8.&lt;br /&gt;
**The Thunder Hammer is strangely costed at the same as the Power Fist for him, and thus only 5 points more than a regular Power Weapon. For that price, you&#039;re a legitimate threat to Legion Centurions and the like despite your inability to ID, as you still wound on 2+ and you can force failed Invulnerable saves with &#039;&#039;Brutal (2)&#039;&#039;. As he&#039;s literally the only model in the list that doesn&#039;t go splat to a Marine Power Maul, your opponent might just leave the S8 AP2 weapons at home, leaving you at an advantage. Moreover, you can conceivably stack strength buffs on him to get back to S8, which considering his insane saves makes him basically a Space Marine Praetor in close combat. The Paragon Blade is more iffy; as discussed on the Legion Tactica, Terminators being 2W makes the Paragon Blade a lot harder to justify against them and 1W 2+ save models are rare nowadays. However, it is the only chance he has to get &#039;&#039;Instant Death&#039;&#039; short of &#039;&#039;Furious Charge&#039;&#039; and Biomancy, so if you really want to risk your lynchpin character in a big flashy duel, the Paragon Blade is the best weapon to kill a praetor or named character.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Tactical Command Tercio:&#039;&#039;&#039; The most elite Tercio in the list, composed of 1-3 units, one of which &#039;&#039;must&#039;&#039; be the Tactical Command section. This is for your fancy custom elites and where you get your special weapons (Plasma, Melta, combi-weapons, etc.) as Veletaris and Lasrifle Sections have little to no choice in weapon upgrades. You can also take Power/Charnabal weapons, but this is not recommended as you could have taken Storm Axe Veletaris for that instead, whereas as aforementioned this is your only source of special weapons. Unlike Veletaris/Rifle Sections, your sections come 5-10 here. [[Awesome|The whole Tercio gets Refractor Fields for 5++]] and has 2W on everyone except for the officers, who are somehow even tougher. &lt;br /&gt;
**The officers strangely cannot wield Power/Charnabal weapons with upgraded pistols, as the option for upgraded pistols only appears after you replace his Lasrifle with Laspistol/CCW, which is mutually exclusive with the option to swap Lasrifle with Blast Pistol and Power/Charnabal weapons. If you want a pistol stronger than a Blast Pistol, the only melee weapon upgrade that can be paired with it is the Power Fist.&lt;br /&gt;
**&#039;&#039;&#039;1 Solar Auxilia Tactical Command Section:&#039;&#039;&#039; The big banner squad, and while said banner is by no means mandatory, refusing to take it should be paramount to admitting defeat. The squad consists of a Solar Auxilia Captain with 3A 3W [[What|(yes, he has more wounds than a Space Marine Centurion)]] and his four friends who have &#039;&#039;Stubborn&#039;&#039;. They all come with Refractor Fields, Void armour, Melta Bombs and Lasrifles, but they can be upgraded to take a series of much better weapons like Volkite Chargers, Power Weapons paired with Blast Pistols, Combi-weapons and a couple of special weapons. The Captain can take Heavy Void armour, and be further upgraded to a Marshal (same thing except WS5 A4). The four companions can take between them a Command Vox, a Augury Scanner and an Auxilia or Cohorts Vexilla (the only unit in the army), and the squad can add five more companions more for a squad of ten and some ablative wounds. In particular, the Cohorts Vexilla confers &#039;&#039;Line&#039;&#039; on the unit and lets everyone in 6&amp;quot; of the Vexilla have Ld9 for Morale/Pinning checks. That last part won&#039;t come up often due to Command Vox/Vox Interlock, but &#039;&#039;Line&#039;&#039; is always nice.&lt;br /&gt;
**&#039;&#039;&#039;0-2 Solar Auxilia Companion Section:&#039;&#039;&#039; A squad of five Companions from the Command section, but as their own squad and a WS5 Ld8 3A sergeant. They can be upped to a squad of 10 and they&#039;re pretty good since they are essentially Veletaris+. Have the same weapon options as the Command Section, so equip them accordingly. Strangely has a blanket option for combi-weapons at 5pts as opposed to different pricing for Magna and Minor combi-weapons, so you can RAW take Magna combi-weapons for that price. That said, it&#039;s still a bad option compared to taking an actual special weapon.&lt;br /&gt;
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*&#039;&#039;&#039;Davinite Lodge Priest&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; What a surprise, an actually new unit to just lump into Legacies! A Traitor-exclusive &#039;&#039;Support Squad&#039;&#039; HQ from the place where Horus nearly died and got corrupted, they cannot become the Warlord and their combat power is lacking, but they can be useful as a support psyker. Their single power allows them to restore a wound on a model, though it&#039;s useless for resurrecting dead troopers. This does, however, make them decent for supporting Ogryns and allied Veterans and Terminators.&lt;br /&gt;
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*&#039;&#039;&#039;Expeditionary Navigator&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A second &#039;&#039;Support Squad&#039;&#039; HQ that&#039;s a Psyker, with their power being the Lidless Stare - an S2 template with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Force&#039;&#039; so you have a chance to actually harm guardsmen and MEQ. This is their only combat value, as they&#039;re unarmed in melee aside from their meager laspistol.&lt;br /&gt;
**Their more valuable use is the 12&amp;quot; bubble they project, forcing the enemy to roll 3d6 for scattering. While it won&#039;t actually stop them from arriving, it can help throw them further off the board and maybe even kill some if they scatter into terrain.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Veletaris Tercio:&#039;&#039;&#039; The elite stormtrooper analogues, all given BS/WS4 and reinforced void armour, including the &#039;&#039;Heavy&#039;&#039; sub-type to help resist templates and blasts. Section sergeants can all take heavy void armor, giving them a 3+ save. The entire Tercio besides the Vanguard Section gets Volkite Chargers as part of their standard loadout, which gives them a good means on handling MEQs. They also lack the &#039;&#039;Close-Order&#039;&#039; sub-type, making them less of a juicy target to burn alive with templates.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Command Section:&#039;&#039;&#039; Your classic command squad can replace all their guns for power weapons, but anyone with half a brain can recognize that this would be an extremely stupid idea as it gives up one of your greatest advantages in being a Tercio unless you brought that Vanguard Section to pin them down or you&#039;re building a melee Tercio. Veletaris have marine-tier WS4 I4, but 1A and no pistol, so think carefully about equipping this unit for melee. For ranged damage output, just take another Storm Section, who at the same price get 5 more dudes and can go up to 20.&lt;br /&gt;
**&#039;&#039;&#039;0-3 Solar Auxilia Veletaris Storm Section:&#039;&#039;&#039; The volkite gunlines, and you get quite a few of them at 8 points per model. You can replace their guns with Storm Axes so you aren&#039;t stuck with mere CCWs. Storm Axes are +2S AP2 &#039;&#039;Unwieldy&#039;&#039; [[Awesome|(so you&#039;re at WS4 S5 AP2 like Power Axe MEQs)]]; they&#039;re &#039;&#039;Two-handed&#039;&#039;, but you have no pistol/CCW so you don&#039;t care. Each Veletarii only has one attack, but they compensate with [[wat|Murderous Strike (6+)]], giving them a fighting chance against 2-wound TEQs and most characters. The main problem, of course, is whether it&#039;s bright to build a melee squad in this list to begin with, which depends on the Cohort Doctrine you have.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Veletaris Vanguard Section:&#039;&#039;&#039; Rather than Volkite, these guys get to carry Rotor Cannons to pin anything you want your other forces to mow down. Of course, if you&#039;re dealing with hordes such as the Imperial Army or daemons, then you&#039;d be better suited by grabbing Heavy Flamers for an entire block of templates. Mixing and matching is a decent idea; &#039;&#039;Pinning&#039;&#039; tests on the same leadership as long as you cause at least 1 wound and you&#039;re therefore not incentivized to max out on Rotor Cannons, while the prohibition on friendly fire can make using 20 Heavy Flamers difficult. If you&#039;re spamming Rotor Cannons purely for firepower, just take a few Lasrifle Sections.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Medicae Section:&#039;&#039;&#039; Cheap as chips at 15 point a pop, but only &#039;&#039;Feel No Pain (6+)&#039;&#039;, because whoever wrote the rules hates you. But hey, you can take pistols (at reasonable prices for once) and actual close combat weapons like Charnabal/Power and Power Fists now! If you&#039;re taking any, be sure to give these to your Command Tercio squads; everyone who knows about Solar Auxilia will try to snipe the Command Vox operators, and you want additional protection for him. Having another layer of protection against &#039;&#039;Gets Hot!&#039;&#039; on any plasma weapons is just the cherry on the cake.&lt;br /&gt;
**Barring the Power Fist, the melee weapons are arguably worth it considering you can pair it with the pistol for a total of 3 attacks base. Yes, taking a melee upgrade and a pistol upgrade doubles the cost of the model, but double of basically nothing is still basically nothing. &lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Surgeon-Primus Aevos Jovan:&#039;&#039;&#039; Has &#039;&#039;Bitter Duty&#039;&#039; which means that he doesn&#039;t get to join anyone anymore, which is perhaps for the best as he&#039;s &#039;&#039;Bulky(5)&#039;&#039; thanks to his auto-gurney. How does he stay protected then? He has a low-priority-target aura that prevents him from being targeted from further than 12&amp;quot; away, unless he shoots first. Within 12&amp;quot;, he gives -1Ld to everyone (friend or foe) because he&#039;s Victor Frankenstein in the 31st Millennium. &lt;br /&gt;
**Instead of conferring &#039;&#039;Feel No Pain&#039;&#039;, he now straight up makes your guys come back to life. Once a turn, you can roll a D6 for any friendly Infantry model that dies within 12&amp;quot; of him in Movement/Shooting Phases. On a 1 it comes back with 1 wound and dies at the end of your next turn while having +1S/T until then. On 2-5, it just comes back with 1 wound. On a 6 however, it comes back with [[Awesome|ALL WOUNDS]]. Legate Marshal got blasted by a Volcano Cannon? Just respawn him, no biggie. You can also take up to 3 Orderlies, which you can [[Grimdark|sacrifice to the Auto-Gurney]] to increase or decrease your roll by 1, in case you want to make sure your Legate Marshal/Ogryn/(insert important model) comes back. &lt;br /&gt;
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*&#039;&#039;&#039;Charonite Ogryn Section:&#039;&#039;&#039; They cost 40 pts per Ogryn, have S/T5, &#039;&#039;Rage (2), Hammer of Wrath (2), Feel No Pain (5+)&#039;&#039; and 4 attacks at S7 AP3 weapon with Rending (6+), what&#039;s not to like? Well, a lot, actually. First of all, at WS4 they aren&#039;t effective against dedicated Marine melee squads. Second, thanks to &#039;&#039;Bitter Duty&#039;&#039; your characters won&#039;t be joining them. Third, while they have a safety net of &#039;&#039;Death Frenzy&#039;&#039; (basically, if you fail a Morale check, remove one model and count that check as passed while getting +1 attack per model for the next turn for your trouble), their Ld of 6 will do jack shit against any other shenanigans with Ld. Oh, and the signature &#039;&#039;Instant Death&#039;&#039; on their claws was moved to the [[fail|1 attack Veletarii with Storm Axes]]. Their best use seems to be running them in front of the rest of the army as a speedbump; Marines with Sx2 weapons won&#039;t be able to ID these guys and have to chew through all three wounds on each Ogryn, buying some time for the rest of your army. They still come with no DT, but can be transported by Dracosans now.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Auxilia Infantry Tercio:&#039;&#039;&#039; The bread and butter of your army, with most of your universal &#039;&#039;Line&#039;&#039; units. No longer includes Veletaris or Flamer sections (moved to Elites), nor Aegis Lines. No longer locked into sizes of 20, it makes your army marginally less expensive to collect as you may use leftover voidsmen from one unit to bulk up the numbers of another. However, the &#039;&#039;Close-Order&#039;&#039; sub-type makes these guys the most prone to being wiped out by pieplates and templates. You&#039;ve lost Flamer Sections, so it&#039;s full on Lasrifle spam. &lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Line Command Section:&#039;&#039;&#039; As the force leading your tercios, you&#039;ll be needing these guys behind the rest of your guns. A Command Vox will hardly do you wrong in keeping order in the squad as you&#039;re otherwise stuck relying on that mere Ld7 for everything.&lt;br /&gt;
**&#039;&#039;&#039;1-3 Solar Auxilia Rifle Section:&#039;&#039;&#039; The most budget force you get short of Imperialis Militia, at 60 points for 10 and 5pt/model thereafter. Each soldier carries a lasrifle, which actually have variable settings, with a lasgun-tier Volley that shoots twice each time and the heavy-power Blast Charger so you have the chance to wound marines with a single S6 shot. The Lasrifle is Heavy, but &#039;&#039;Close-order&#039;&#039; lets you move half your movement score and still shoot. If you&#039;re worried about melee and aren&#039;t facing against marines with Power Mauls that can paste them within seconds, then you might be okay with bayonets.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Dracosan Armoured Transport:&#039;&#039;&#039; Ol&#039; reliable Malcador chassis. Still the best looking vehicle in the range, still more expensive than most of the squads it carries, still not &#039;&#039;Superheavy&#039;&#039; or an &#039;&#039;Assault vehicle&#039;&#039;, still unavailable to Ogryns who need it the most. That being said, the new variety of squads of the squads have given the Dracosan a much needed flexibility in its use. With a transport capacity of 22, it can comfortably move around a deathstar unit, plus Marshal and medic. Has the choice of purchasing a Demolisher cannon for 50 points, at the expense of reducing it&#039;s transport capacity &#039;&#039;to&#039;&#039; 10 and not &#039;&#039;by&#039;&#039; 10, leaving it in a rather awkward spot for transporting smaller units. In addition, the Dracosan may also equip Flare Shields to make sure it gets its passengers into battle, as well as Hunter-Killers and pintle-mounted weapons.&lt;br /&gt;
*&#039;&#039;&#039;Aurox Transport:&#039;&#039;&#039; Your Rhino equivalent. Cheap as chips at only 30pts, maybe 40 after upgrades. Can only carry 10 models but since your basic lasrifle voidsman can move and shoot it is an appealing prospect for transport. Not much so for protection since its armor is paper-thin, but since Auxilia won&#039;t ever be carrying elite terminators or artificer-armoured units, it&#039;s not that big of a deal. These lil&#039; buggers aren&#039;t cheap in ca$h however, so whatever money you think you are saving by splitting your 20-man squads into MSU will soon evaporate if you&#039;re planning to mechanize.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Arvus Transport:&#039;&#039;&#039; A flying bus. No upgrade options at all. Leave it in the box.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Primaris-Lightning:&#039;&#039;&#039; Comes at 150 points, costs more than the Thunderbolt (it does have +4&amp;quot; M, but lacks the extra autocannons) for the sole reason of being able to take Kraken Penetrators you know and love - 36&amp;quot; S8 AP1 &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;One Use&#039;&#039;. However, since this edition is not Vehicle-friendly, their value has greatly diminished, and they lack &#039;&#039;Brutal&#039;&#039; to deal with Dreadnoughts. There are also Sunfury missiles, but they are hilariously bad.&lt;br /&gt;
*&#039;&#039;&#039;Divisio Aeronautica Thunderbolt:&#039;&#039;&#039; Comes at 120 points, and has more weapons and special rules than the Lightning. Can automatically come on from Reserves as an Advanced Reaction if the enemy calls in Flyers from Reserve and take a shot at them. While the rules technically only allow Flyers to get &#039;&#039;Skyfire&#039;&#039; in their own Shooting Phase, you can buy Skystrike Missiles with baked-in &#039;&#039;Skyfire&#039;&#039; to circumvent that. This is one of your most reliable (not to mention only) means of anti-air, so take a couple of these; with how depleted the Fast Attack section is, it&#039;s not as if you had anything better to take.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Carnodon Strike Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Lightweight assault tanks, something that the Liber left out. They&#039;re fairly cheap at 70 points a tank, but they&#039;re fairly flimsy with 3 HP and AV 12/11/10. The free Volkite Culverins (45&amp;quot; Heavy 5 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) are generally superior to the stock TL Multi-laser (as lack of &#039;&#039;Twin-linked&#039;&#039; is compensated by sheer volume of fire), while you can also take stronger turret weapons in TL Autocannon/Lascannon. Their sponsons come with all the typical and reliable armaments, with the addition of free Volkite Calivers (30&amp;quot; Heavy 3 S6 AP5 &#039;&#039;Deflagrate&#039;&#039;) if you&#039;re really keen on burning something alive. It&#039;s a bit like the 40k Sentinel in that it&#039;s a cheap fast source of firepower, but it dies if someone so much as chips its paint. Moreover, even if it&#039;s cheap, you can&#039;t spam it because you only get 3 Fast Attack slots and none of them come in Tercios. Think carefully.&lt;br /&gt;
**The issue with the Carnodons is that you have to give all of them the same turrets and sponsons, which can be very annoying if you need one to fill out a specialized role. Your only solace is the fact that pintle weapons aren&#039;t constrained by those same rules, but between the heavy stubber, Multi-laser and heavy flamer, their only purpose is crowd control. That said, Autocannon spam is usually an acceptable alternative to taking more specialized weapons, and if 3 Carnodons&#039; worth of Autocannons can&#039;t bring down the target, 1 specialized Carnodon wouldn&#039;t have either, so just take 3 Carnodons specialized to kill whatever target you had in mind.&lt;br /&gt;
**Taking 2 lascannon sponsons is strangely costed the same as taking TL Lascannon turrets (Autocannon sponsons cost twice compared to TL Autocannon turret), making it the superior choice in terms of firepower as you get the same 75% chance of hitting at least once, while having 25% chance of making 2 hits. If you want to mix and match between Battle and Defensive weapons, take the Lascannon sponsons and keep the turret with Multi-laser/Volkite Culverin rather than taking a Lascannon turret.&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Termite Assault Drill&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; And it&#039;s back here too now. Not much different than its versions in the Legions or Mechanicum. That said, 12 spaces doesn&#039;t really do much for you, especially considering that they can&#039;t become DTs for your Tercios in any way. Maybe it can work for a Command Squad, but nothing further.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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*&#039;&#039;&#039;Auxilia Armoured Tercio:&#039;&#039;&#039; Your Leman Russes. Many Cohort Doctrines restrict you to one Armoured Tercio per detachment, but since you can cram up to 9 tanks in here it&#039;s not that big of an issue.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Moved from HQ to command of their own Tercio, and riding a single basic Leman Russ with battlecannon, but one which can take tasty upgrades (Flare Shield for 20pts and Cognis-Signum for 25pts) and must be assigned to a Strike or Assault Squadron before the game begins. Like the standard Russ, it also has the &#039;&#039;Outflank&#039;&#039; special rule by default. That being said, it&#039;s +50 points over the already poor Battle Cannon Leman Russ, while buying a cognis-signum means you&#039;ve just spent 245 points to give 3 tanks +1 BS and 4 ablative hull points (admittedly at frontal AV15). Considering you&#039;re using points that could simply have gone to more tanks, is this really worth it?&lt;br /&gt;
***One marginal case can be made for leading a full Assault Squadron of Macro-saker Russes. Giving them +1BS is a way of effectively taking a 4th tank (not possible in the same squadron) because you go from 4+ to hit to 3+ to hit on your weapons. You do so at slightly higher cost than simply starting a new Assault Squadron (200 points base), but hit allocation in squadrons means the whole squadron collectively becomes a superheavy as long as you can assign hits to the Command Russ; the Command Russ won&#039;t be shooting (because a. the battlecannon is shit and b. it has a cognis-signum), so it doesn&#039;t care about anything short of Immobilized, while frontal AV14 with Flare Shield makes it impervious to anything without S9, &#039;&#039;Armourbane&#039;&#039; or &#039;&#039;Haywire&#039;&#039;. The latter part is important, as while you have far cheaper ways of spamming Volkites (eg. Carnodon, Veletaris), they also die to anything bigger than a heavy bolter, and more importantly are not part of the Armoured Tercio, and so cannot Return Fire when another squadron is being shot at. If you really really need to bully enemy infantry at range and/or deter them from shooting your Strike Russes, consider this. This applies to Macro-saker and Macro-saker only; Strike Russes are cheap enough that you should just take a new squadron, while the other Assault Russes use pie plates.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Strike Squadron:&#039;&#039;&#039; 150 points give you a 14/13/10 vehicle with four HP and &#039;&#039;Outflank&#039;&#039; that moves 12&amp;quot;. It comes with either a battlecannon, Gravis Lascannon, &#039;&#039;&#039;two&#039;&#039;&#039; Gravis Autocannons (&#039;&#039;Twin-linked&#039;&#039; 3-shot Autocannon), or a Vanquisher Battlecannon with co-axial autocannon for a measly +5pts. The squadron can include a pair of additional tanks with a discount of 15 points each. The Battlecannon should be replaced at first opportunity and the Gravis Lascannon is objectively inferior to the Vanquisher, but the Vanquisher and the Autocannon both have their own merits.&lt;br /&gt;
***Yes, RAW Solar Auxilia Russes have 4 Autocannons in their turrets. It might be a typo or just an attempt to account for the Exterminator Autocannon having a higher rate of fire, either way you&#039;ll need those to put up a fight against Legiones Astartes.  &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Leman Russ Assault Squadron:&#039;&#039;&#039; 200pts for the same Leman Russ minus &#039;&#039;Outflank&#039;&#039;, with either a demolisher cannon (underrated but still mean), Executioner Plasma Cannon (5&amp;quot; Plasma Cannon) or Volkite Macro-Saker (8 shot Volkite Culverin), again at -15pt discount if you take more tanks in the squadron. Does not have Outflank, but is &#039;&#039;Reinforced&#039;&#039;. Weapon choices aren&#039;t rocket science; Demolisher for anti-vehicle/Automata, Executioner for anti-TEQ, Macro-Saker for anti-light infantry. In particular, the Executioner is one of the few weapons that can semi-reliably remove large groups of MEQ short of taking a Stormhammer, so take a couple against Legion opponents and kill any Marine squads that are particularly threatening to your infantry, while its &#039;&#039;Rending (4+)&#039;&#039; (as opposed to the standard Plasma &#039;&#039;Breaching (4+)&#039;&#039;) means it can fight vehicles in a pinch.&lt;br /&gt;
***The Macro-Saker is S6 and therefore a Defensive weapon, regardless of being turret mounted. Can be useful if you want something more substantial than pintle and hull mounts for anti-infantry and to add some punch to Reactions. On the merits of the weapon alone, it&#039;s inferior to the (much cheaper) Autocannon Russ, not to mention being [[Fail|outgunned by a Carnodon which comes at 1/3 the cost]]. Unless you&#039;re going full bore with it (see entry for Command Section for more details), use the Executioner Russ for anti-infantry or take a full squadron of Volkite Carnodons, which cost the same as the Russ. &lt;br /&gt;
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*&#039;&#039;&#039;Auxilia Artillery Tercio:&#039;&#039;&#039; The heavy weapons teams of the Solar Auxilia, now in Tercio format. These consists as usual of three units, of which at least one rapier or tarantula unit is mandatory.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Artillery Command Section:&#039;&#039;&#039; Command Squad like the one in the troop slot Tercio, with option to take a Cognis-signum. Honestly nothing too impressive, as the Cognis-signum only works on your own unit, which in this case is a bunch of lasrifle dudes. You&#039;re better off taking more Rapiers.&lt;br /&gt;
***Alternative take: They can take Augury Scanners and get free &#039;&#039;Interceptor&#039;&#039;, which extends to Rapiers due to Tercio mechanics. Think about it if you&#039;re concerned about Deep Strikes, particularly if you&#039;re using Laser Destroyers. &lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Tarantula Sentry Battery:&#039;&#039;&#039; Actually can shoot with all its guns after the latest Errata, gaining &#039;&#039;Firing Protocols (2)&#039;&#039; and &#039;&#039;Fearless&#039;&#039;!  Still bad though, because  &#039;&#039;Sentry Protocols&#039;&#039; forces them to shoot at the nearest thing they can see, even if that thing can laugh off their fire with ease or if doing so would be wasteful (especially if you took the Hyperios Missile Launcher, which has &#039;&#039;Skyfire&#039;&#039; and thus must snap fire at anything else). Probably usable for cheap Lascannons, but you also have Laser Destroyer Rapiers for that.&lt;br /&gt;
**&#039;&#039;&#039;Solar Auxilia Rapier Battery:&#039;&#039;&#039; Comes with Gravis Multi-laser (2 &#039;&#039;Twin-linked&#039;&#039; Multi-lasers) to cut holes through Imperial Militia, but can swap for a free Gravis Heavy Bolter Battery (2 &#039;&#039;Twin-linked&#039;&#039; Heavy Bolters) for even more fire that can cut through enemy Auxilia, a tank-busting Laser Destroyer (36&amp;quot; S9 AP1 Ordnance 2 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039;) or a Quad Launcher (with frag only, but these can be upgraded with Incendiary, Shatter or Splinter for specific roles).&lt;br /&gt;
***Your choice in Quad Launcher rounds really does depend on what you want to do with it, considering that each round type costs you. The base Frag Rounds you start with come with a S5 AP5 large blast with &#039;&#039;Shred&#039;&#039; to handle most things. The Shatter Rounds are the only rounds that aren&#039;t blast and the only ones with any anti-armor use with S8 AP4 with &#039;&#039;Sunder&#039;&#039;. Both the Splinter and Incendiary Rounds can Pin enemies, with Incendiary Rounds getting &#039;&#039;Ignores Cover&#039;&#039; and &#039;&#039;Shred&#039;&#039; to flush out cover campers (though AP5 means basically everyone will just take armor saves) and Splinter Rounds compensate for their dismal S2 with &#039;&#039;Rending (6+)&#039;&#039; and with &#039;&#039;Shell Shock (1)&#039;&#039; to help guarantee Pinning.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Malcador Heavy Tank Squadron:&#039;&#039;&#039; Up to three tanks at 225 points each give you a 13/13/12 chassis with 14&amp;quot; movement. For 10pts it can trade its battlecannon for a Gravis Lascannon or [[Awesome|Vanquisher battlecannon]]. That said, the Vanquisher is better provided on Leman Russes because they get a co-axial weapon. The heavy bolters on the front and sides can be exchanged for Autocannon/Multi-laser/Heavy Flamer, or upgraded to a Lascannon for 10 and 25 points respectively. If you want heavy duty anti-vehicle, the front Heavy Bolter can be exchanged for a Demolisher cannon for 50 points. It can also take a Flare Shield and dozer blade, in case you&#039;re building a plan around these things. &lt;br /&gt;
**A Vanquisher/Lascannon Malcador with Demolisher Cannon and Flare Shield (for effective frontal AV14) is 285 points. You could instead have taken a Strike Russ AND a Demolisher Russ for 355 points, which are collectively far tougher than the Malcador (heck, one Russ already has 4HP and it has the same Front AV14 Side AV13 as the Malcador), have turrets, can get cheaper in squadrons and in the case of the Vanquisher Russ is more accurate. The Russ is simply a more cost-effective way to get firepower on the table, so the benefits of the Malcador boil down to 14&amp;quot; movement, &#039;&#039;Independent Fire Control&#039;&#039; and sidestepping restrictions against taking Armoured Tercios.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Armoured Battery:&#039;&#039;&#039; Your basilisks or medusae. 200 points per vehicle is ridiculously expensive for an AP4 gun, even with 240&amp;quot; range, S9 and &#039;&#039;Large Blast&#039;&#039;, &#039;&#039;Shred&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Can be exchanged for Medusa Mortar that trades 204&amp;quot; of range and &#039;&#039;Shred&#039;&#039; for &#039;&#039;Rending (6+)&#039;&#039;. Thanks, but no thanks. If you really want high strength AP4, take some Leman Russes; better yet, take the Fortification artillery choice.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Valdor Tank Hunter:&#039;&#039;&#039; Its Neutron Beam Laser is a very powerful anti-tank weapon (Ordnance 2 S10 AP1 &#039;&#039;Concussive (3) Shock Pulse Gets Hot!&#039;&#039;), therefore having the same anti-vehicle firepower as the Vanquisher Cannon while having &#039;&#039;Shock Pulse&#039;&#039; to silence anything it doesn&#039;t kill. However, you only get 1 per slot as opposed to 9 Leman Russ Vanquishers/Destroyer Tank Hunters, and the lack of &#039;&#039;Brutal&#039;&#039; limits its power against Dreadnoughts/Automata. Unless there&#039;s an enemy unit you absolutely must shut up using &#039;&#039;Shock Pulse/Concussive&#039;&#039;, just take some Vanquishers for cheaper and without taking up a slot all on its own.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Cyclops Demolition Vehicle:&#039;&#039;&#039; You will laugh in the face of your enemies! 1-3 cyclops, each of which come with an operator (who acts independently after deployment, so hide them!). Can also be carried in an Aurox, Arvus or Dracosan - you must pick one for each Cyclops. Now just attacks in close combat with a &#039;&#039;single&#039;&#039; autohit that also removes the Cyclops itself. The problem is while previously the little suicide robot blew up at I10, now it does at I1. S10 AP1 &#039;&#039;Instant Death&#039;&#039;, &#039;&#039;Armourbane&#039;&#039; and &#039;&#039;Brutal (2)&#039;&#039; means you&#039;d want to target high value targets, but WS1, T5, 2 Wounds and 3+ pretty much guarantees anything bar Vehicles is quite capable of beating the little guy to death before he does anything, unless you&#039;re already in combat using another unit that can take the hits instead. In short - bad unit has somehow been made worse.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Auxilia Armoured Support Tercio&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A collection of Leman Russ-based vehicles, except with centreline mounts/no main gun at all. Counts as an Armoured Tercio for the purposes of Cohort Doctrines, so don&#039;t think about using this to circumvent restrictions against Armoured Tercios. Being without a turret means they&#039;re smaller targets and can more easily claim Cover, but it won&#039;t help too much because almost everything you can claim will be 6+.&lt;br /&gt;
**&#039;&#039;&#039;0-1 Solar Auxilia Armoured Command Section:&#039;&#039;&#039; Same Russ as in Armoured Tercio. Equip as you see fit.&lt;br /&gt;
***[[RAW]], [[Fail|as the Armoured Command Section must be assigned to a Strike or Assault Squadron, it can&#039;t be taken in this unit]]. [[Forge World|Welcome to Legacies, everyone]].&lt;br /&gt;
**1-3 from the following:&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Thunderer Siege Tank Squadron:&#039;&#039;&#039; The Space Marine Vindicator, except on a Leman Russ chassis. Being the &#039;&#039;Slow&#039;&#039; subtype will unfortunately mean that you&#039;ll be needing to keep the Thunderer protected until it can fire away. Competes directly with the Demolisher Russ at the same cost per vehicle, with the comparison mostly coming down to &#039;&#039;Slow&#039;&#039; making the Thunderer harder to kill with Penetrating Hits while preventing it from firing on the move (Demolisher Cannon being &#039;&#039;Ordnance&#039;&#039;), as well as the Thunderer having fewer secondary weapons and a narrower firing arc due to the Demolisher being a centreline mount as opposed to a turret. As such, the Demolisher Russ is generally the superior choice.&lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Destroyer Tank Hunter Squadron:&#039;&#039;&#039; The Laser Destroyer Vindicator to the Thunderer&#039;s Demolisher Vindicator, and a direct competitor to the Vanquisher Russ. Its Proteus Laser Destroyer is iffy; 2 shots of S9 AP1 &#039;&#039;Twin-linked Exoshock (6+)&#039;&#039; is great and &#039;&#039;Gets Hot!&#039;&#039; isn&#039;t too bad due to &#039;&#039;Twin-linked&#039;&#039;, but the loss of &#039;&#039;Sunder/Brutal&#039;&#039; compared to the Vanquisher means you lose the armour penetration reroll against vehicles and a lot of your anti-Dreadnought/Automata ability. As a result, the 45pts you pay for this over the Vanquisher Russ is mainly for the extra durability from &#039;&#039;Slow/Reinforced&#039;&#039;. Moreover, the normal Laser Destroyer the Rapier has is far superior simply because it has &#039;&#039;Ordnance&#039;&#039; and can much more reliably Penetrate and blow vehicles up with AP1. Think very carefully. &lt;br /&gt;
***&#039;&#039;&#039;Solar Auxilia Trojan Support Vehicle:&#039;&#039;&#039; The Trojan is not here to fight, not with that mere heavy bolter. Its bigger goal is to fix other tanks, as it has the &#039;&#039;Field Repair (5+)&#039;&#039; rule to let it fix up any other tanks without needing an allied detachment for models with &#039;&#039;Battlesmith (X)&#039;&#039;. The issue is that you&#039;ll be needing other tanks to protect it while doing the patch jobs or hope that nobody pays enough attention to consider trashing it. It&#039;s cheaper than Techmarines from your &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; Legions because the Techmarine also needs a squad to be attached to, but is 100pts for 1/3 chance per turn to repair worth it to begin with?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Minotaur Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; If you thought the Armoured Battery was bad, this is even worse. 280 points and all you get for it over the Armoured Battery is AV 13/12/13 and &#039;&#039;Twin-linked&#039;&#039;, though being open-topped means that all melee attacks are targeting that AV12. Even if you needed artillery, there&#039;s not much reason to take this over the one in the Liber, let alone over a Russ or a Fortification.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Malcador Infernus&#039;&#039;&#039;: No longer a bomb! Also no longer AP3, so no reason to take this instead of the below. Seriously, your entire Troops and Elites slots are built for murdering light infantry. Don&#039;t waste your Lord of War slot on doing that again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Stormhammer&#039;&#039;&#039;: Fantastic at 500 points. The Stormhammer Cannon has the old Battle Cannon statline of S8 AP3 and a 7&amp;quot; blast; ordinarily not spectacular, but an absolute world-beater by 2.0 standards because it can ID entire squads of MEQs through their armour. It has upgrades but they are inconsequential since at such a perfectly rounded value, this tank is the perfect way to reduce or expand the size of your army to match that of of your opponent&#039;s. Like all Solar Auxilia kits, its quite expensive. But chances are that this unit might give returns sooner than later both on and off the table. Take this at every opportunity; the main cannon is absolutely disgusting against Space Marine armies, and it&#039;s bristling with smaller weapons as only a superheavy can. Its BS3 isn&#039;t even that much of a concern; scattering doesn&#039;t matter too much with a 7&amp;quot; blast, and if you&#039;re close enough you can eliminate even that by using your co-axial weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baneblade and derivatives&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; They&#039;re such dogshit it&#039;s not even funny. They have all lost AV14 at the front and they are all 100-300 points more expensive and you pay the same for them as Legiones Astartes despite being BS3. On top of that almost every weapon they use has been neutered into near-uselessness or to the point it is nowhere near strong enough to be carried by a Super-heavy tank. While they have 12HP, so does the Stormhammer, which is a far superior vehicle that is far cheaper.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Baneblade&amp;quot;&amp;gt;&lt;br /&gt;
Oh Baneblade, what have they done to you. This tank has gone from being the reliable all-rounder to having a primary gun that is outclassed by tanks you can find in the Heavy Support section. For 750 points you get a Baneblade Chassis (duh), whose main Armament is an Ordnance 1, S8, [[Fail|AP4, 5&amp;quot; Blast]] with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. The Baneblade cannon has been reduced to something that has the same effect as a 200 point Medusa Artillery tank (and even that is overpriced). It&#039;s still covered with guns, but the main gun was always the primary reason you brought a Baneblade and it&#039;s just not worth it, especially when the Stormhammer is 250 points cheaper and has a 7&amp;quot; blast S9 AP3 gun.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Banehammer&amp;quot;&amp;gt;&lt;br /&gt;
The same cost as the Baneblade and just as disappointing. Its Tremor Cannon is now AP4 but gained &#039;&#039;Shell Shock (2)&#039;&#039; and &#039;&#039;Pinning&#039;&#039;, so it&#039;s not killing many marines but you will Pin them. The real killer here is the fact that the GIANT ROLLING BUNKER NOW HAS A TRANSPORT CAPACITY OF 10!. Just 10. When it used to be 25... Jesus Christ man.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormlord&amp;quot;&amp;gt;&lt;br /&gt;
Almost worth it. It&#039;s too expensive, but at least the gun is still decent-ish. It comes with a Vulcan Heavy Bolter which is Heavy 15, AP3 with &#039;&#039;Pinning&#039;&#039; and &#039;&#039;Shell Shock (1)&#039;&#039;, but it has lost its ability to shoot twice if it stays still. Its transport capacity was also fucked, but at least it will fuck up a squad of Tactical Marines. You know, the bare minimum 750pts should do, not to mention something the 500pt Stormhammer can arguably do better.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Shadowsword&amp;quot;&amp;gt;&lt;br /&gt;
Coming equipped with a Volcano Cannon, the Shadowsword looks like it could be worth it if it wasn&#039;t for the fact that it costs 850 points. For the same points, you could instead have taken 5 Vanquisher Russes or 4 Destroyer Tank Hunters, which are collectively far harder to kill and can cause much more damage against your intended targets of Knights/Titans/Superheavies. If you&#039;re afraid the smaller vehicles cannot kill the Titan in one go, take a Valdor to shut it up instead. Bottom line, you have better ways of getting anti-vehicle with 850 points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormsword&amp;quot;&amp;gt;&lt;br /&gt;
A Stormsword that seems to have been scavenged from [[Epic]], given that it&#039;s equipped a Hull Mounted Hellhammer Cannon. It&#039;s 850 points, and while its stolen Hellhammer cannon is actually pretty good as it shoots Large Blast AP3 shells with &#039;&#039;Brutal (3)&#039;&#039;, &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Sunder&#039;&#039;, it is just not worth its ridiculous price cost; just take more Demolisher Cannons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Solar Auxilia Stormblade&amp;quot;&amp;gt;&lt;br /&gt;
Is actually equipped with the correct gun and it&#039;s overall it&#039;s probably the best Baneblade variant available (that isn&#039;t saying much, but still). The Plasma Blast gun is a S9 Massive Blast, AP3, &#039;&#039;Breaching (4+)&#039;&#039; Ordnance weapon and can be pretty decent at clearing out large MEQ and TEQ squads. That said, the Stormhammer has the same gun except S8 and no &#039;&#039;Breaching&#039;&#039; at 250 points cheaper, while you can kill Terminators with Executioner Russes instead. No, they cannot ID TEQs due to being S7, but that doesn&#039;t matter when you can take 4 Russes for the price of the Stormblade and simply swamp the TEQs in wounds. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Macharius Heavy Tank Squadron&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A tank that was named after [[Lord Solar Macharius]] from M41, but here it represents one of the ancient Super-heavy tanks that was in service during the Great Crusade and it simply retained the name so you know which model is supposed to represent it (the tank pattern itself was probably used during the Crusade and the STC was then lost, only to be rediscovered later in M41, so it&#039;s all good). It&#039;s far more reasonably priced at 300pts than the 650pts Space Marines pay for them, but it&#039;s still not quite worth it.&lt;br /&gt;
**Its choices to replace the trash-tier battlecannon are actually decent, but the problem is that they both compete with the extremely cost-efficient Strike Russ. The Macharius Vanquisher is &#039;&#039;Twin-linked&#039;&#039;... but the Vanquisher Russ has a coaxial weapon, making it basically the same thing. Likewise, the Rotary Bolt Cannon is more or less an Autocannon Russ. As you pay half the price for a Russ, this implies you can take twice the firepower by taking Russes. &lt;br /&gt;
**The Macharius being a Lord of War also means it exists in direct competition with the Stormhammer, which as above is an absolutely excellent choice. Take the Stormhammer, and take Russes to do whatever you intended for the Macharius to do. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Crassus Armoured Assault Transport&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 400 points nets you a 13/12/12 super heavy transport with that moves 10” and has 8 HP and 35 transport capacity. It mounts 4 heavy bolters which can be exchanged for heavy flamers for free or upgraded to Autocannons or Lascannons. Its only access point is on the rear of the vehicle, which limits its versatility somewhat. Despite its name, it&#039;s [[FAIL|not an Assault Vehicle]], though with its only access point in the rear disembarking units probably can&#039;t charge anyway.&lt;br /&gt;
**You have Dracosan DTs for a reason. You really do not need this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Praetor Armoured Assault Launcher&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; For the low, low price of &#039;&#039;&#039;six hundred and fifty points,&#039;&#039;&#039; more than the mega-powerful Stormhammer, you get a super-heavy with M10, BS4, 13/12/12 and 8 HP, packing two heavy bolters and a Praetor Launcher, a 72&amp;quot; Ordnance 1 S7 AP4 Massive Blast with &#039;&#039;Pinning/Rending (6+)&#039;&#039;. This means you&#039;re spending a LoW slot to do what you could have done by taking the cheaper (and still far overpriced) Armoured Battery, or the actually reasonably priced Artillery Battery below. Do not do it.&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Solar Auxilia Artillery Battery&amp;lt;sup&amp;gt;Legacies&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Five gunners with the standard statline except for 3+, stuck with an immobile Earthshaker or Medusa Mortar, starting at 120pts and going up to 5 at 100 points per extra platform and another 5 gunners. Though this makes the squad practically unable to do anything else, you&#039;re paying a much lower price for them, and your squad can ignore &#039;&#039;Pinning&#039;&#039; so long as there are as many gunners as there are cannons on top of being &#039;&#039;Stubborn&#039;&#039;. At almost half the price of the Armoured Battery, the stock Earthshaker is almost worth it as anti-vehicle; that is, of course, assuming you didn&#039;t already have truckloads of it from your other slots.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Legiones Astartes===&lt;br /&gt;
The Legion list has some very good melee and/or fast-moving units to cover for your gunline, like Deep Striking Land Speeders to shut enemy artillery up. However, don&#039;t bother taking them for short-ranged firepower, as you already have bucketloads of that in HQ Tercios and Veletaris. This also means your compulsory Troops are likely to be Despoiler/Assault Squads; you simply don&#039;t need Tacticals/Breachers when you have Lasrifle Sections and Veletaris that do the same thing for much cheaper. &lt;br /&gt;
*Dreadnoughts are a very good choice, as they&#039;re capable of either AA or melee, both of which the Auxilia list sorely lacks. It helps that you can take lots of them; the Allied FOC has 2 Elites slots, from each of which you can take 3 Dreadnoughts.&lt;br /&gt;
*While you already have tons of tanks, consider taking some Neutron Blaster Sabres/Predators and/or Sicaran Venators. &#039;&#039;Shock Pulse&#039;&#039; is very useful to shut up Blast weapons on enemy vehicles, particularly if you&#039;re running Ultramar Pattern and all of your Lasrifle Auxilia are in base contact with each other. You yourself can only bring up to 3 &#039;&#039;Shock Pulse&#039;&#039; weapons (1 Valdor per Heavy Support slot), so getting more can be useful.&lt;br /&gt;
*The Legion list has a few choices for &#039;&#039;Sniper&#039;&#039; or otherwise &#039;&#039;Precision Shot&#039;&#039; which the Auxilia do not otherwise have, short of taking a Vindicare. Spamming Scout squads is a particularly interesting proposition, as they&#039;re cheaper than Recons and you don&#039;t truly need &#039;&#039;Line&#039;&#039; on your allied Troops when the average Auxilia list has 6 Lasrifle Sections running around. &lt;br /&gt;
*Of the 18 Legions, you get [[Ultramarines]], [[Sons of Horus]], [[Word Bearers]], [[Salamanders]] and [[Alpha Legion]] as &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039;. If you&#039;re fine with not taking Cohort Doctrines, you can skip the Legate Marshal and instead take an allied Chaplain/Praetor as your source of Ld10 for the purposes of abusing Command Vox/Vox Interlock. The Chaplain in particular can be useful for Penal Pattern Cohorts, as &#039;&#039;Hatred&#039;&#039; finally allows your WS4 units to hit enemies consistently and put your &#039;&#039;Furious Charge&#039;&#039; to good use.&lt;br /&gt;
**Taking a Legion Centurion is currently your only way of taking Psykers as Traitor Solar Auxilia (Loyalists can take Tylos Rubio too), as the Legions are as of writing the only faction with any usable Psykers, the Navigator and Davinite Priest from the Legacies docs notwithstanding. For details, look at the Psychic 101 page. &lt;br /&gt;
&lt;br /&gt;
===Mechanicum===&lt;br /&gt;
&lt;br /&gt;
The Mechanicum are a very easy consideration by the mere fact that they can repair your tanks. With how many of them you can field with your tercios (and especially with the Armoured Fist pattern cohorts), such a matter is going to shoot very high on your priorities list, so an Archmagos Dominus or Magos Prime with some Techpriest Auxilia will always be welcome.&lt;br /&gt;
*Automata are very durable weapons platforms, almost on level with the dreadnoughts. The issue is that you&#039;ll be needing someone with a Cortex Controller to keep them at their best. If you&#039;re in an Iron pattern cohort, this won&#039;t be so much of an issue since you can buy them on some of your troops as well.&lt;br /&gt;
*Thallax are excellent for mobile firepower, being &#039;&#039;Relentless&#039;&#039; and having jump packs. Being one of the few &#039;&#039;Line Infantry&#039;&#039; squads of the army, they can very easily help you with scoring, whether in an Iron pattern cohort or in an allied detachment. The lightning guns they come with give you something that can actually harm things harder than a marine and strapping chain bayonets make them more than able to put up a fight - more than you can say about your tercios.&lt;br /&gt;
&lt;br /&gt;
===Agents of the Emperor===&lt;br /&gt;
&lt;br /&gt;
====Legio Custodes====&lt;br /&gt;
&lt;br /&gt;
YES. Solar Auxilia have lots of bodies and armoured units, while lacking melee cover. Custodes are literal supermen that don&#039;t have enough bodies and firepower. Even Custodes Troops have AP2 AT INITIATIVE, perfect for counter-charging any enterprising enemy units who try to shut your gunline up by engaging them in melee. Alternatively, take some Deep Striking units (jetbikes, Venatari or just take a Coronus DT) and target dangerous ranged units that you have to shut up before they wipe out half of your infantry. However, Custodes units are EXPENSIVE; you&#039;ll be spending at the very minimum 350 points (200pt compulsory HQ, 150pt compulsory troops) and that&#039;s 4 MODELS.  &lt;br /&gt;
*If you&#039;re afraid of your opponent shooting the Custodes before coming in with the melee units on your Auxilia, take Sentinel Guard for the improved Invulnerable save; you may lose the Guardian Spear&#039;s strength bonus, but they&#039;re still S5 and you keep the AP2 at initiative on the Sentinel Warblades, so they&#039;re still very killy. Moreover, as they&#039;re technically infantry, you can use Aevos Jovan to respawn them if you lose any of them to enemy shooting. If you&#039;re still worried, take a Dreadnought or two. &lt;br /&gt;
*The Custodes list is if anything even shorter on AA than the Solar Auxilia list, so think carefully about where you&#039;re going to get it; generally, this means Thunderbolts and/or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Sisters of Silence====&lt;br /&gt;
Don&#039;t expect much aside from some skirmishers from the Sisters. The &#039;&#039;Anathema&#039;&#039; sub-type blocks them from being anywhere near the Auxilia on pain of -1Ld to an army that already has faulty Leadership (and -2Ld for any units they join), preventing you from putting melee units just behind your Auxilia to countercharge enemy units. In any case, you could have gotten better melee units if you took Marine/Custodes allies. Their list of short-ranged weapons isn&#039;t very impressive either, considering the sheer firepower Auxilia already pack. Think carefully, unless you know you&#039;re playing someone with lots of Psykers/Daemons.&lt;br /&gt;
*Sanctioner Cadres have &#039;&#039;Sniper&#039;&#039; weapons, which Solar Auxilia have no access to. Worth considering if you want to kill some ICs (or just particular infantry/cavalry models) from very far away. &lt;br /&gt;
*Prosecutor Cadres can all &#039;&#039;Infiltrate&#039;&#039; or &#039;&#039;Scout&#039;&#039; and they can take Assault Needlers (read: &#039;&#039;Pinning&#039;&#039;) and Snare Guns in large numbers, allowing them to deploy in No Man&#039;s Land and [[Troll|make life extremely difficult]] for enemy units trying to advance. Meanwhile, you can rain down on Pinned/slowed units with your 30&amp;quot; Lasrifles and various heavy ordnance. If that&#039;s not enough, you can take more Needlers/Snare weapons from other slots. Still, you can spend all these points on Sisters of Silence with their fancy weapons to slow the enemy, or you can just take more Auxilia units and blast the enemy off the table. &lt;br /&gt;
*The Sisters list has NO AA WHATSOEVER. Make sure you have enough from somewhere else, whether by taking your own Flyers or Fortifications.&lt;br /&gt;
&lt;br /&gt;
====Divisio Assassinorum====&lt;br /&gt;
Not to be overlooked among the additions of Liber Imperium is the option for Imperial Assassins. All of the Assassins, despite being Loyalist units, are all considered Distrusted Allies and thus cannot benefit from anything else your army gives, meaning that all of their value is based on what they do on their own.&lt;br /&gt;
&lt;br /&gt;
Each model has &#039;&#039;Infiltrate&#039;&#039; and &#039;&#039;Scout&#039;&#039; as well as &#039;&#039;Support Squad&#039;&#039; to block them out of being mandatory HQs, but the &#039;&#039;Assassin&#039;&#039; sub-type does the rest of them, banning them from being Warlords, joining squads, or entering any HQs, all in exchange to ignoring any penalties for movement and auto-passing dangerous terrain checks. Also helping their impressive M7 is the &#039;&#039;Light&#039;&#039; sub-type boosting their running. Their lone protection is the Panoply of the Assassin, surprisingly durable spandex that gives them a 4+/4++ save. They are all 125 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Adamus]]:&#039;&#039;&#039; The eldest of the assassin clades and they&#039;re kitted to kill. &#039;&#039;Fleet (2)&#039;&#039; makes them even zippier than other assassins, where they can make it into their home territory of challenges. When in a challenge, they can copy the WS and I of their enemies, forcing everyone to eat their S+1 AP3 Nemesii Blades with &#039;&#039;Rending (5+)&#039;&#039; and at risk of eating the deceptive Decapitation Strike, which might be a singular S2 AP1 attack but also has &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Murderous Strike (2+)&#039;&#039;. Also of note is their Needlespine Blaster, a super combi-pistol, the bolt part being a Pistol 3 bolt pistol while the needle bit is &#039;&#039;Poisoned (2+)&#039;&#039; with &#039;&#039;Pinning&#039;&#039; to lock someone down.&lt;br /&gt;
**His killing ability is limited simply by dint of base WS5 and being able to copy an opponent&#039;s WS, meaning he hits enemy ICs at 4+ with no reroll. As Decapitation Strike gives him 1 attack, he right off the bat has 1/2 chance per round of combat of not doing anything at all, while he&#039;s worse as a source of AP3 melee than the Eversor. As you&#039;re Loyalist if you can take him anyway, you can also take [[Nathaniel Garro]] instead, who is a much better duellist for 45 more points. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Callidus]]:&#039;&#039;&#039; What you get is a true-bred assassin, with Polymorphine forbidding ALL attacks against them until they shoot first, meaning nothing can stop you from sliding one up to the opposing Praetor&#039;s backside and also forcing enemies to re-roll to seize the initiative. With WS5 and I6, they can beat many characters short of the Emperor&#039;s Children, but their Phase Sword is...swingy. See, it&#039;s statted as a S3 AP1 weapon with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Phase Shift&#039;&#039;, which makes a 6+ to wound negate any saves and damage mitigation rolls. The lack of any &#039;&#039;Instant Death&#039;&#039; means that they need to kill or else get smashed by a Power Fist. Their Neuro Shredder shares a similar plan, being an S1 Template pistol with &#039;&#039;Rending (5+)&#039;&#039; and also ignores all saves on a 6+ to wound. Same problem as the Adamus; she&#039;s not good enough as a duellist (wounding on T4 and above on 5+ with no reroll is really bad) to kill ICs, and you can take Garro instead. That said, the enemy not being able to do anything to her until she strikes first means she can tie up dangerous ranged units in melee. With how susceptible &#039;&#039;Close-order&#039;&#039; makes your infantry to Blast/Templates, this can be very important.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Culexus]]:&#039;&#039;&#039; As if you didn&#039;t know, this guy has the &#039;&#039;Anathema&#039;&#039; sub-type more familiar to the SoS, rendering them immune to all things psychic and creeping out those nearby. If that&#039;s not enough, you also get &#039;&#039;Adamantium Will (3+)&#039;&#039; to block out anything nearby and the Etherium forces all attacks into being snap shots and thus making them more survivable. The Animus Speculum provides you with an S4 AP4 template with &#039;&#039;Rending (6+)&#039;&#039; and &#039;&#039;Psy-Shock&#039;&#039; to force psykers and daemons into suffering Perils. If anyone&#039;s brave enough to try fighting in melee, not only do they have to contend with &#039;&#039;Fear (2)&#039;&#039;, but they must also learn that the Coolexus has a fucking AP2 &amp;quot;weapon&amp;quot; with &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Reaping Blow (1)&#039;&#039;. That said, his WS4 severely limits his killing power in melee, while the Animus Speculum is only useful against specific armies.&lt;br /&gt;
*&#039;&#039;&#039;Clade [[Eversor]]:&#039;&#039;&#039; Welcome to [[RIP AND TEAR]]. While having A3 is just meh, you have &#039;&#039;Counter-attack (1)&#039;&#039; and the option each turn to trigger the [[Drugs#Frenzon|Frenzon]] and gain another three attacks at the expense of any 1s to hit dealing a wound to the Eversor themselves. The Neuro-gauntlet is no slouch either, being an AP3 weapon with &#039;&#039;Shred, Fleshbane&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;, and their Executioner Pistol gives an option between either a bolt pistol or a needle pistol. He&#039;s not terribly good at actually assassinating ICs due to his poor ability to get AP2, but you can use him against Legion lists to ambush ranged squads, counter-charge Assault squads attacking your gunline, etc.  Also consider using him against Automata, as &#039;&#039;Shred&#039;&#039; negates &#039;&#039;Automata&#039;&#039; and results in &#039;&#039;Fleshbane&#039;&#039; working normally, so you can do a lot of damage. Just don&#039;t use him against Terminators, and think about how to get him into melee; T4 4+/4++ 3W isn&#039;t much for a lone character.&lt;br /&gt;
**Unique among the assassins is the Eversor&#039;s self-destruct ability due to being so loaded with drugs. When they die, all models within d6&amp;quot; suffer an S4 AP3 &#039;&#039;Fleshbane&#039;&#039; hit that counts as a flamer. As the only infantry model in the entire list with a 2+ is your Legate Marshal, make sure whatever melee units you may have (except maybe Charonites) are outside the blast radius when he dies, as they &#039;&#039;&#039;will&#039;&#039;&#039; take wounds. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vanus]]:&#039;&#039;&#039; Less an assassin than a living bubble of statistical fuckery, they only have protection with a pair of laspistols and a pair of decidedly neat dataspikes with S+2 AP3 with &#039;&#039;Rending (5+)&#039;&#039; and &#039;&#039;Haywire&#039;&#039;. If you&#039;re stuck in a fight, you&#039;ve only got a single-use means to gain &#039;&#039;Hit &amp;amp; Run&#039;&#039; for a round before you end up stuck watching your nerdy assassin die. &lt;br /&gt;
**Now we get to the many things they can do &#039;&#039;without&#039;&#039; fighting. For starters, they have an 18&amp;quot; bubble that shots off any uses of &#039;&#039;Infiltrate&#039;&#039; and lets them spam the Interceptor reaction as if you had an augury scanner. You can make a Leadership check instead of shooting, with a pass allowing you to resolve Interceptor using a Defensive weapon on any vehicle (friend or foe) within 12&amp;quot; of the Vanus. In addition, they can make a Leadership check to hack an enemy Automata unit within 12&amp;quot;, forcing them to suffer d3 unsaved wounds. This action does have risks though, as aside from being so close to a murder-engine like a Castellax, a failed test instead inflicts an unsaved wound on the assassin.&lt;br /&gt;
**Denying &#039;&#039;Infiltrate&#039;&#039; and messing with enemy Deep Strikes using Vox Disruptor Array is particularly useful for Lasrifle Section spam, as it forces your opponent to deploy normally and slog through 30&amp;quot; of Lasrifle fire, in addition to whatever Rapier/Leman Russ fire you can pack. Use your own &#039;&#039;Infiltrate&#039;&#039; to deploy in No Man&#039;s Land and block off as much space to enemy Infiltrators as possible, then flee back behind friendly lines by Running and &#039;&#039;&#039;Tactical Displacement&#039;&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Venenum]]:&#039;&#039;&#039; As befits the resident poisoner, this assassin is immune to Rad-phage in its many forms and can only be wounded by &#039;&#039;Poison&#039;&#039; and &#039;&#039;Fleshbane&#039;&#039; attacks on a 5+. At range, their Toxin Ejector provides a S5 AP4 template with &#039;&#039;Poison (3+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039; to take care of pretty much anything they go up against while the Venom Globes they happily cribbed from the Alpha Legion (or maybe it&#039;s the other way around? Who&#039;ll know?) gives them a charge deterrent. When in a fight, their Hookfang gives them an AP3 weapon with &#039;&#039;Poison (3+)&#039;&#039; that also forces anyone hurt by it to roll a d6 on every turn afterwards, suffering an unsaved wound on a 5+. Even if you don&#039;t kill them with this attack, they still count as destroyed for the sake of VPs unless they have &#039;&#039;Eternal Warrior&#039;&#039;, so you can easily use this bastard as a cheap shot at a chance to kill the warlord and you&#039;re not fighting a Primarch.&lt;br /&gt;
**The Toxin Ejector is a glorified Heavy Flamer, which is very widely available in the army, while the lack of AP2 melee is a severe drawback for actual assassination when any self-respecting IC will have a 2+. This Assassin, like many of his brethren, share the problem that they&#039;re not actually good enough to kill ICs, while they&#039;re inferior as a weapon of mass destruction to the Eversor. &lt;br /&gt;
*&#039;&#039;&#039;Clade [[Vindicare]]:&#039;&#039;&#039; The resident snipers lost out on their variant ammo, but what you have is still a masterful sniper with BS8 that negates any penalties whether it&#039;s to their BS or their range. Even Exodus needs to be careful because this guy not only ignores the Alpha Legion trait, but he also has an absurd &#039;&#039;&amp;lt;u&amp;gt;100&amp;quot; range&amp;lt;/u&amp;gt;&#039;&#039; on his Exitus rifle, an S7 AP2 shot with &#039;&#039;Murderous Strike (5+)&#039;&#039; and &#039;&#039;Rending (6+)&#039;&#039;. Also present is his Exitus pistol, a lesser S6 AP4 gun with &#039;&#039;Breaching (6+)&#039;&#039;, but still just as capable of popping any enemy you see. However, the rifle being 1 shot makes it very unreliable against &#039;&#039;Feel No Pain&#039;&#039; and Invulnerable saves, which combined with the lack of consistent ID makes it an unreliable tool for killing Marine/Mechanicum ICs. &lt;br /&gt;
**As the Solar Auxilia list has no snipers, this is your cheapest way of making sure a particular model dies because you can avoid taking a whole allied detachment. He&#039;s good against other Auxilia to kill Command Voxes/Vox Interlocks and deny Leadership shenanigans, as S7 AP2 forces them to rely on whatever Invulnerable save they have. Alternatively, shoot Cohorts Vexillas to deny &#039;&#039;Line&#039;&#039;. He&#039;s also useful as an AA gunner on Fortification emplacements, as the list is otherwise sorely lacking in AA choices. If the enemy Flyers aren&#039;t here yet, you can use the AA gun on ground targets at full BS if you don&#039;t mind losing &#039;&#039;Sniper&#039;&#039;.&lt;br /&gt;
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====Knights Errant====&lt;br /&gt;
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===Agents of the Warmaster===&lt;br /&gt;
*&#039;&#039;&#039;Infernus Abomination:&#039;&#039;&#039; A brand new daemonhost assassin. Comes with a shapeshifting melee weapon, allowing you to pick either a devastating Hammerblade (S8 AP2 with &#039;&#039;Brutal (2)&#039;&#039; and &#039;&#039;Murderous Strike (6+)&#039;&#039;), a swift Spinelash (S5 AP4 with &#039;&#039;Breaching (6+)&#039;&#039; and &#039;&#039;Reach (2)&#039;&#039;) or fierce Talon-rakes (S4 AP5 with &#039;&#039;Rampage (2)&#039;&#039;, &#039;&#039;Rending (6+)&#039;&#039;, and &#039;&#039;Shred&#039;&#039;).&lt;br /&gt;
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==Building your army==&lt;br /&gt;
Ironically speaking, a Solar Auxillia force is actually &#039;&#039;somewhat&#039;&#039; cheaper than its plastic equivalent, at least when [[Fail|talking about]] [[Militarum Tempestus]] (In USD, $42 x 4 Stormtrooper boxes for 20 men is S168 vs a Lasrifle section&#039;s $135, $84 for 10 vs a Storm Section&#039;s $72 (for flamers) or $79 (for Axes or Volkite); Cadians still have the advantage with $100 for 20 but of course that runs into the fact that they&#039;re not &amp;quot;elite&amp;quot; enough to serve as proxies for the Auxilia), infantry wise (with the exception of the command squads and their unreasonable $123). Lasrifle tercios are (usually) your only Troops choice now, so remember that with your listbuilding; but the same principles apply. Dracosans should be used for your Veletaris sections (including flamers) while your lasrifles should use cover. You may still need Command Sections for your respective units, but you can just use a respective normal section (at least up to 10 per) for modelling purposes. You can handle tanks any way you desire so long as you remember that Leman Russes don&#039;t get sponsons.&lt;br /&gt;
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Taken from the older version, other options for getting your Auxilia army:&lt;br /&gt;
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* Unofficial models from China, Ukraine, Russia or whatnot. Saves a lot of money without losing much of a quality. When painted and mounted on official bases, not even a GW manager would be able to tell the difference.&lt;br /&gt;
* Problem with proxying is their equipment: while Scions make perfect Grenadiers in Militia and Cults list, they do not fulfill role of any Tercio soldier due to highly standardised Solar Auxilia suits, which is their trademark fluff-wise. To draw a parallel, it&#039;s like proxying 30k marines with Primarises (even mk7 may be used in Siege of Terra scenarios, after all): you can, of course, do it, but perhaps you&#039;re better off with empty bases  if you want to test something rather than lovingly build an army against which no WYSIWYG community will play.&lt;br /&gt;
*For those who have 3D Printers there are [https://www.kickstarter.com/projects/thatevilone/lunar-auxilia 3rd party STLs] out there for traitor Auxilia specifically, they do suffer from the standardization issue above but the fact that they&#039;re part of the traitor forces does leave some wiggle room to excuse that due to the intermittent supply lines the traitor forces suffered. However they are much much closer than Scions or other third party Alternatives.&lt;br /&gt;
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==Army Tactics==&lt;br /&gt;
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*&#039;&#039;&#039;First squad, FIRE! Second squad, FIRE!:&#039;&#039;&#039; The key ingredient that separates your infantry Tercios from being harder to rout Imperialis Militia is the whole Tercio being able to React together and blast whatever sorry bastard triggered the Reaction off the table. Taking smaller squads throws away this advantage; 2 10-man sections reacting together and 1 20-man section reacting by itself is, at the end of the day, 20 guns, except you could have done the latter with 80pt Militia Infantry instead of 2 60pt Lasrifle Sections. Unless you have specific tactics in mind (eg. massed Aurox-mounted infantry, spamming Needle Pistols on characters), take full sections and fill out your Infantry Tercios.&lt;br /&gt;
*&#039;&#039;&#039;Fire on my target!:&#039;&#039;&#039; The gamewide nerf on pie plates does not help you, as lots of them still have AP4 and can splat your infantry no questions asked, which is made worse by your reduced Coherency spacing from &#039;&#039;Close-order&#039;&#039;. Likewise, there are tons of fast firing weapons out there that will nonetheless kill your infantry handily, as Heavy Bolters ignore 4+ saves, Volkite Calivers/Culverins ID your T3 models and deny &#039;&#039;Feel No Pain&#039;&#039;, and Autocannons do both. Kill things like Heavy Support squads and Earthshaker cannons at first opportunity; the Stormhammer is excellent for this, as are Executioner Russes.&lt;br /&gt;
*&#039;&#039;&#039;They&#039;re coming out of the goddamn walls!:&#039;&#039;&#039; You have an army of &#039;&#039;Line&#039;&#039; infantry with 30&amp;quot; range and tons of tanks and artillery, meaning you will usually outgun whatever army you&#039;re facing. Your opponent knows this, and will try to negate it with Deep Strikes, Flanking Assault, &#039;&#039;Infiltrate&#039;&#039;, etc. Build your army accordingly.&lt;br /&gt;
**Take Augury Scanners! They deny &#039;&#039;Infiltrate&#039;&#039; and let you have free Interceptor, which can be very important for Melta/Plasma HQ sections and Laser Destroyer Rapiers. This is also one of the very few circumstances when (at least on HQ sections) you may consider forgoing your massed Tercio Reaction and instead have each section fire on a separate unit, so that you can avoid overkill. As you always count as stationary when shooting on Reactions, tack on Reborn Cohorts here so you can reroll 1s to hit.&lt;br /&gt;
**This is also one of the few situations where Charonites and Storm Axe Veletarii are a good idea, as your lack of &#039;&#039;Assault Vehicle&#039;&#039; transports doesn&#039;t matter if you&#039;re using them defensively. Charonites are very difficult to kill with ranged fire, their S7 AP3 claws counter Deep Striking MEQs and they shrug off most Overwatch, and can even deny the enemy from using it on the Veletarii by charging in first. Even if they do not win combat, their literal inability to break means the enemy will be stuck fighting them for some time, which means they&#039;re not charging the rest of your gunline. Meanwhile, the Veletarii have AP2 weapons, and can help the Charonites against the rare Deep Striking Dreadnought/Terminators. &lt;br /&gt;
***Charonites also serve as an early warning of sorts; the enemy understandably doesn&#039;t want his 20-strong Assault Squad to get charged by angry Ogryns... [[Just as planned|which indicates where he plans to Deep Strike]]. If he shoots the Charonites, he&#039;s Deep Striking where the Charonites are, so move your HQ Tercios there. If he isn&#039;t shooting the Charonites, he&#039;s Deep Striking elsewhere. If he&#039;s [[Alpha Legion|shooting the Charonites then Deep Striking elsewhere]]... he&#039;s wasted his firepower shooting something that is doing nothing whatsoever, instead of killing your sources of &#039;&#039;Interceptor&#039;&#039; fire. Considering how much work it takes to shoot Charonites, not bad for 120 to 140 points. &lt;br /&gt;
*&#039;&#039;&#039;Spread your officers out:&#039;&#039;&#039; As with 1.0, avoid putting your Legate Marshal in your Tactical Command Section. If you do so, you run the risk that the enemy takes out your entire Command Vox/Vox Interlock system in one go by killing the squad or simply sniping the one Command Vox operator in that squad. In the absence of (Command Vox on) your Legate Marshal &#039;&#039;&#039;AND&#039;&#039;&#039; your Auxilia Captain, the highest Ld model in your army (and thus the Ld which everyone with an Interlock will now use) is your Ld8 Veletaris First Prime or, if you did not take Veletaris, your Ld7 Troop Masters. Needless to say, you do not want that to happen. Instead, put your Legate Marshal in the Command Section of one of your more junior Tercios, preferably some distance away from the front line. Better yet, keep him in Reserves where neither he nor his Command Vox operator can be harmed.&lt;br /&gt;
**Conversely, place your Tactical Command Sections in the front line. Their Cohorts Vexilla gives them &#039;&#039;Line&#039;&#039;, allowing them to take objectives, as well as giving all Solar Auxilia within 6&amp;quot; Ld9. This way, even if Vox operators get sniped, you still have an Ld9 bubble to steady your front line.&lt;br /&gt;
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{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:8C42:816B:D39B:B25</name></author>
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