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		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Solar Auxilia Tactics</title>
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		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE: /* Cohort Doctrines */&lt;/p&gt;
&lt;hr /&gt;
&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;
&lt;br /&gt;
{{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 your going up against genetically engineered post-humans, wrapped in armour. Relying on their 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 demi-gods.&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 Cohorts 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 hand holding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and blast weapons will evaporate units which each shot since they&#039;re all AP4 now. Thanks to &#039;&#039;Close-order&#039;&#039; subtype, 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 of 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 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 Troop and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris 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 in formation:&#039;&#039;&#039; &#039;&#039;Tercio&#039;&#039; 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 &amp;quot;in formation&amp;quot;. Being in formation 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;
**The Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board), this gives you the WALL OF GUNS as an overwatch weapon.&lt;br /&gt;
&lt;br /&gt;
===Cohort Doctrines===&lt;br /&gt;
Honestly, the best bit of the older Militia rules applied to the 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 Combat Doctrines special rules, or a model without upgraded to have it via a specific Combat 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 &amp;quot;Saturnyne Rams&amp;quot;, 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 a Troop 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 is now the only way to get massed Flamers from Troops.&lt;br /&gt;
*All unit in a Veletaris Tercio can take Arvus Transports as dedicated transports.&lt;br /&gt;
**Provides an interesting alternate 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 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 Armoured Tercio and only one Artillery Tercio.&lt;br /&gt;
**Neither of these stops you bringing some allies with tanks and artillery however, assuming the 9 tanks of the basic Tercio aren&#039;t enough. Likewise, the Artillery Tercio allows up to 9 Rapiers, 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. Wanted 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 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 High Guard 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 Rifle Tercios can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; units]]. Considering you had 6 Troop slots, could take 3 units in each to begin with and had no special weapons units, this is not truly necessary.&lt;br /&gt;
*Lasrifle sections and Line Command sections gain +1 to hit while shooting when their bases are all in contact with each other.&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 has 30&amp;quot; range in a game where everyone else&#039;s basic infantry has 24&amp;quot; or less. Be prepared to use Aurox-mounted Command Sections with Cohorts Vexilla to take objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Lasrifle sections and Line Command sections cannot take any dedicated transports. This can be problematic for the purposes of taking objectives, as &#039;&#039;Close-order&#039;&#039; prevents Running and you have reduced initiative for movement Reactions. &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 &amp;quot;The Lord Marshal&#039;s Own&amp;quot;.&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 +1Ld 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;
**Rerolling 1s is not as good as +1 to hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The 10 Plasma/Melta weapons your HQ sections get? Reroll 1s. Gravis Lascannon Leman Russ? Reroll 1s. Valdor? Reroll 1s. Your Lasrifle sections and your 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. Rerolling 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 Armoured Tercio and only one 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 did your damage. Melee Veletaris units also had &#039;&#039;Unwieldy&#039;&#039; and &#039;&#039;Heavy&#039;&#039; to begin with, so the only downside is I1 for Sweeping Advance and movement reactions, while Lasrifle sections were I3 and hit after MEQs anyway. Will affect any melee Command Tercio sections you take, but why are you building them for melee when you can get rerolls 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 Cthonian Headhunters or 905th Ash Scorpions 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 of purely 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;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being in formation. This encourages you to cram as many models a possible into each Tercio. 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 Ordos discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent charging. &#039;&#039;Close-order&#039;&#039; 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 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;
&amp;quot;Achtung Panzer!&amp;quot; This cohort 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 Astartes Legions.&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 squadron of Leman Russ Strike tanks. &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 Armoured Legate Warlord trait (+1 BS, 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 Lasrifle 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 every squad, so expect to field squads with 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 they along with all models with Tercio gain &#039;&#039;Furious Charge (1)&#039;&#039;. 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 from Power Maul onwards, so watch out. &lt;br /&gt;
*Any models can replace their lasrifles and volkite chargers 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 lasrifle section may take instead a Heavy Stubber for plus 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 nominally inferior weapons in the lasgun/lascarbine. &lt;br /&gt;
**Dropping Volkites is almost always as stupid as it sounds, as a ranged weapon, 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 Concussive 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 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/lasguns to not get them, but it is what it is. &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 [[Imperial Guard]]. Losing &#039;&#039;Close-order&#039;&#039; means you cannot move and fire Heavy weapons (AKA 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 didn&#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;
The Solar Auxilia that clearly spent too much time around the [[Iron Warriors]], and gained an affinity for siegecraft and being a bucket load of heavy artillery to rain hell upon their opponent. After all, &amp;quot;A battery of field artillery is worth a thousand Lasrifles.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Armoured Tercios and Artillery Tercios can be taken as both Heavy Support and Elite choices. Can actually be useful, as the Solar Auxilia Elites section isn&#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 Blast and Barrage 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;
&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 and Thallax Maniples can be taken as Elites.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you 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;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The standard close combat weapons of the &amp;lt;s&amp;gt;41st&amp;lt;/s&amp;gt; 31st millennium and a little bit different from how you remember them. Most Chain Weapons still lack any decent AP, but they now have &#039;&#039;Shred&#039;&#039;, meaning anyone equipped with these get to re-roll their wound rolls.&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;
&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 o 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 a. get to S4 and wound MEQs on a 4+ and b. 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;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;
*&#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 the full version of the secondary weapon at the same/slightly higher 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 get Heavy Bolters anymore, 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 get any leadership debuffs to the test. However, it can be an interesting choice if you&#039;re set on abusing Tercio mechanics, as you can cause multiple &#039;&#039;Pinning&#039;&#039; tests by having characters from multiple sections use this weapon on Reactions, potentially cancelling a charge and leaving the enemy Pinned in the middle of your gunline. &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 made master-crafted 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 (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.  &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 can ever get. 60 points for a squad of 10, and each additional model is only 5 points. 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. Being Fast Attack is an improvement because it no longer competes with much more powerful Russes, but it now instead competes with the Thunderbolt, which is one of your only forms of anti-air. 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, autocannon and heavy flamer, their only purpose is crowd control.&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). 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 225 points to give 3 tanks +1 BS and 4 ablative hull points (admittedly at frontal AV15). Considering you&#039;re using points and slots that could simply have gone to more tanks, is this really worth it?&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.&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. You&#039;re better off taking more rapiers.&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. &lt;br /&gt;
***The Command Section&#039;s Cognis-Signum increases its firepower by 50% (BS2 to BS3), while everything else increases by 33% (BS3 to BS4) and the Rapier increases by 25% (BS4 to BS5). Still probably better to take Rapier Laser Destroyers instead of Lascannons so you can choose your targets, but who knows? You might end up fighting a Legion/Mechanicum list where there&#039;s literally no bad target for Lascannons.&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. &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;
**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, 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;Legion 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;Legion 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;
&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;
&lt;br /&gt;
==Knights Errant==&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
==Army Tactics==&lt;br /&gt;
{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE</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=18070</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=18070"/>
		<updated>2023-01-01T09:44:52Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE: /* 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;
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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 your going up against genetically engineered post-humans, wrapped in armour. Relying on their 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 demi-gods.&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 Cohorts 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 hand holding mechanic for better WS from HH1, which are now only available in specific doctrines.&lt;br /&gt;
*Most artillery and blast weapons will evaporate units which each shot since they&#039;re all AP4 now. Thanks to &#039;&#039;Close-order&#039;&#039; subtype, 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 of 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 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 Troop and HQ Tercios. It is &#039;&#039;&#039;not&#039;&#039;&#039; found on Veletaris 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 in formation:&#039;&#039;&#039; &#039;&#039;Tercio&#039;&#039; 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 &amp;quot;in formation&amp;quot;. Being in formation 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;
**The Imperial version of the Tau&#039;s Supporting Fire gimmick (before 9E wiped that off the board), this gives you the WALL OF GUNS as an overwatch weapon.&lt;br /&gt;
&lt;br /&gt;
===Cohort Doctrines===&lt;br /&gt;
Honestly, the best bit of the older Militia rules applied to the 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 Combat Doctrines special rules, or a model without upgraded to have it via a specific Combat 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 &amp;quot;Saturnyne Rams&amp;quot;, 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 a Troop 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 is now the only way to get massed Flamers from Troops.&lt;br /&gt;
*All unit in a Veletaris Tercio can take Arvus Transports as dedicated transports.&lt;br /&gt;
**Provides an interesting alternate 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 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 Armoured Tercio and only one Artillery Tercio.&lt;br /&gt;
**Neither of these stops you bringing some allies with tanks and artillery however, assuming the 9 tanks of the basic Tercio aren&#039;t enough. Likewise, the Artillery Tercio allows up to 9 Rapiers, 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. Wanted 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 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 High Guard 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 Rifle Tercios can include up to [[Imperial Guard|&#039;&#039;&#039;6&#039;&#039;&#039; units]]. Considering you had 6 Troop slots, could take 3 units in each to begin with and had no special weapons units, this is not truly necessary.&lt;br /&gt;
*Lasrifle sections and Line Command sections gain +1 to hit while shooting when their bases are all in contact with each other.&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 has 30&amp;quot; range in a game where everyone else&#039;s basic infantry has 24&amp;quot; or less. Be prepared to use Aurox-mounted Command Sections with Cohorts Vexilla to take objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Lasrifle sections and Line Command sections cannot take any dedicated transports. This can be problematic for the purposes of taking objectives, as &#039;&#039;Close-order&#039;&#039; prevents Running and you have reduced initiative for movement Reactions. &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 &amp;quot;The Lord Marshal&#039;s Own&amp;quot;.&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 +1Ld 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;
**Rerolling 1s is not as good as +1 to hit, but it says &#039;&#039;&#039;a unit&#039;&#039;&#039;, meaning [[Awesome|EVERYONE GETS IT]]. The 10 Plasma/Melta weapons your HQ sections get? Reroll 1s. Gravis Lascannon Leman Russ? Reroll 1s. Valdor? Reroll 1s. Your Lasrifle sections and your 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. Rerolling 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 Armoured Tercio and only one 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 did your damage. Melee Veletaris units also had &#039;&#039;Unwieldy&#039;&#039; and &#039;&#039;Heavy&#039;&#039; to begin with, so the only downside is I1 for Sweeping Advance and movement reactions, while Lasrifle sections were I3 and hit after MEQs anyway. Will affect any melee Command Tercio sections you take, but why are you building them for melee when you can get rerolls 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 Cthonian Headhunters or 905th Ash Scorpions 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 of purely 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;
*Your boys gain &#039;&#039;Counter-attack (1)&#039;&#039; from being in formation. This encourages you to cram as many models a possible into each Tercio. 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 Ordos discipline. Leeeeerooooy Jenkins, it is!&lt;br /&gt;
**Unlike other factions, you can&#039;t work around this by firing weapons that prevent charging. &#039;&#039;Close-order&#039;&#039; 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 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;
&amp;quot;Achtung Panzer!&amp;quot; This cohort 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 Astartes Legions.&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 squadron of Leman Russ Strike tanks. &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 Armoured Legate Warlord trait (+1 BS, 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 Lasrifle 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 every squad, so expect to field squads with 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;
*All models gain &#039;&#039;Furious Charge (1)&#039;&#039; and &#039;&#039;Feel No Pain (6+)&#039;&#039;. Puts you up to Space Marine strength on the charge, while &#039;&#039;Feel No Pain (6+)&#039;&#039; means you can skip Medicae. However, you&#039;re still T3 and will suffer ID from everything from Power Maul onwards, so watch out. &lt;br /&gt;
*Any models can replace their lasrifles and volkite chargers 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 lasrifle section may take instead a Heavy Stubber for plus 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 nominally inferior weapons in the lasgun/lascarbine. &lt;br /&gt;
**Dropping Volkites is almost always as stupid as it sounds, as a ranged weapon, 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 Concussive 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 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/lasguns to not get them, but it is what it is. &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 [[Imperial Guard]]. Losing &#039;&#039;Close-order&#039;&#039; means you cannot move and fire Heavy weapons (AKA 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 didn&#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;
The Solar Auxilia that clearly spent too much time around the [[Iron Warriors]], and gained an affinity for siegecraft and being a bucket load of heavy artillery to rain hell upon their opponent. After all, &amp;quot;A battery of field artillery is worth a thousand Lasrifles.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Armoured Tercios and Artillery Tercios can be taken as both Heavy Support and Elite choices. Can actually be useful, as the Solar Auxilia Elites section isn&#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 Blast and Barrage 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;
&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 and Thallax Maniples can be taken as Elites.&lt;br /&gt;
*Legate Marshals, Auxilia Marshals, and Auxilia Captains can each buy Cortex Controllers for 15 points so you 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;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The standard close combat weapons of the &amp;lt;s&amp;gt;41st&amp;lt;/s&amp;gt; 31st millennium and a little bit different from how you remember them. Most Chain Weapons still lack any decent AP, but they now have &#039;&#039;Shred&#039;&#039;, meaning anyone equipped with these get to re-roll their wound rolls.&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;
&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 o 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 a. get to S4 and wound MEQs on a 4+ and b. 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;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;
*&#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 the full version of the secondary weapon at the same/slightly higher 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 get Heavy Bolters anymore, 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 get any leadership debuffs to the test. However, it can be an interesting choice if you&#039;re set on abusing Tercio mechanics, as you can cause multiple &#039;&#039;Pinning&#039;&#039; tests by having characters from multiple sections use this weapon on Reactions, potentially cancelling a charge and leaving the enemy Pinned in the middle of your gunline. &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;
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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;
&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 made master-crafted 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 (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.  &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;
&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;
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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 can ever get. 60 points for a squad of 10, and each additional model is only 5 points. 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. Being Fast Attack is an improvement because it no longer competes with much more powerful Russes, but it now instead competes with the Thunderbolt, which is one of your only forms of anti-air. 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, autocannon and heavy flamer, their only purpose is crowd control.&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). 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 225 points to give 3 tanks +1 BS and 4 ablative hull points (admittedly at frontal AV15). Considering you&#039;re using points and slots that could simply have gone to more tanks, is this really worth it?&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.&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. You&#039;re better off taking more rapiers.&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. &lt;br /&gt;
***The Command Section&#039;s Cognis-Signum increases its firepower by 50% (BS2 to BS3), while everything else increases by 33% (BS3 to BS4) and the Rapier increases by 25% (BS4 to BS5). Still probably better to take Rapier Laser Destroyers instead of Lascannons so you can choose your targets, but who knows? You might end up fighting a Legion/Mechanicum list where there&#039;s literally no bad target for Lascannons.&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. &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;
**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, 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;Legion 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;Legion 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;
&lt;br /&gt;
==Knights Errant==&lt;br /&gt;
&lt;br /&gt;
==Building your army==&lt;br /&gt;
==Army Tactics==&lt;br /&gt;
{{Warhammer 30k Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Escher_Cutter&amp;diff=202391</id>
		<title>Escher Cutter</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Escher_Cutter&amp;diff=202391"/>
		<updated>2023-01-01T07:40:00Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ROdwSPTjft2CKIez.png|300px|right|thumb|You know what&#039;s worse than a [[Megatrakk Scrapjet]]? One that [[FATAL|&#039;&#039;flies&#039;&#039;]]..]]&lt;br /&gt;
It seems that it is not only the [[Orks]] who thought it was a good idea to [[Megatrakk Scrapjet|strap a jet engine on a seat and call it a day.]] The madlass of [[House Escher]] has decided to create their own [[jetbike]], a &#039;&#039;literal&#039;&#039; jetbike. Ladies and gentlemen, I give you the Escher Cutter.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Escher Cutter was originally designed by House Escher to have a fast and simple transport to traverse the harsh desert roads of [[Necromunda]] without getting [[RIP AND TEAR|murderised by the fuckery going on there.]] The jetbike also uses pieces of anti-grav tech to further support its movement, which of course begs the question on &#039;&#039;why&#039;&#039; anti-grav tech was considered [[Bullshit|&#039;rare&#039;]] in the first place? I mean yeah, we get it, it&#039;s Necromunda filled with a butt load of [[STC]]s, but [[Derp|&#039;&#039;still&#039;&#039;.]] Usually, such as in the [[Ciaphas Cain]] books, Geedubs has the excuse of civilian grade anti-grav being rare but common enough for the rich of the Imperium while the issue is military grade STCs are far harder to produce. But here it begs the question of if the Eschers can make a serviceable combat jetbike in their garage...well why the fuck doesn&#039;t the Guard get them? [[Grimdark|It&#039;s not like they care for the casualties of them being unreliable in a combat environment?]]&lt;br /&gt;
&lt;br /&gt;
Nevertheless, other than that, each Cutter is armed with a choice of twin-linked [[Grenade Launcher#Grenade Launcher|Grenade Launcher]]s, [[Plasma Gun]]s, or [[Heavy Stubber]]s. They are also armed with an underslung gas trap launcher which is the 41st Millennium’s equivalent of a stink bomb. As you can tell, it is Escher&#039;s answer to [[House Goliath]]&#039;s [[Goliath Mauler]].&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
On Necromunda tabletop, the jetbike is obviously quite fast, granting them a Movement of 9″ and the ability to soar over buildings and rivals. Since they are on a jetbike, they don’t count as vehicles but instead, is granted the Mounted condition. That means they’re personal equipment, and can be handed to Queens, Matriarchs, Prospects, or even Death Maidens. All in all, a nifty scout unit that still packs a wallop of a punch. Not too bad.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
EscherCutter.jpg&lt;br /&gt;
9GqGFDOygT1wBQa9.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{House Escher}}&lt;br /&gt;
{{40k-Imperial-Vehicles}}&lt;br /&gt;
[[Category:Skimmers]]&lt;br /&gt;
[[Category:Necromunda]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cephalopod_Spekter&amp;diff=115558</id>
		<title>Cephalopod Spekter</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cephalopod_Spekter&amp;diff=115558"/>
		<updated>2023-01-01T07:35:29Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE: /* Crunch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CephalopodSpekter.jpg|290px|right|thumb|[[Meme|Touched, by his noodly appendage.]]]]&lt;br /&gt;
A cousin to the [[Piscean Spektor]], Cephalopod Spekters are [[Necromunda|Necromundan]] mechanical devices created by [[House Delaque]].&lt;br /&gt;
==Overview==&lt;br /&gt;
They can move through the air on their suspensors and are perhaps the most sinister tools the House uses to secretly gather information for them. In appearance, a Spekter is a writhing mass of flying tentacles and gleaming oculus lenses that constantly track shadows for movement. In addition to having a complex array of auspexes, these lenses allow the Spekter to fully observe its surroundings and communicate them directly to its owner. &lt;br /&gt;
&lt;br /&gt;
However, each device is created specially for one of the House&#039;s members, as their cogitators are built around a fragment of synaptic tissue that was taken from a cloned brain of their owner. By doing this, House Delaque ensures that the Spekters are obedient and can develop a bond with their owner that no mere [[servo-skull]] or trained beast could match. This kind of cognitive bonding can also have its drawbacks, though. While a Spekter might be able to anticipate its owner&#039;s needs without being told, it also often shares their hatreds or fears, and can begin acting erratically if their owner gives in to rage or panic. &lt;br /&gt;
&lt;br /&gt;
These minor drawbacks are vastly outweighed by the Spekter&#039;s skilled information gathering, and because of this, the devices accompany Delaque gangs to battles, where they can provide a multi-spectral view of the battlefield. If it is required to directly get involved in the battle, the Spekter is a fast and deadly opponent. Its tentacles wrap themselves around an opponent and give off electricity, as well as sprout weapons that are ready to stun, capture or exterminate any threats it faces. &lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
On Necromunda, the Cephalopod Spektor  [[FAIL|fucking &#039;&#039;suck&#039;&#039;.]] Clocking in at 100 credits that brings &#039;&#039;barely&#039;&#039; [[EPIC FAIL|40 credits worth of value.]] It offers a single Strength 4 shock attack in melee and a buff to Intelligence checks for its owner (which could help somewhat if you’re using a chem-synth, or opening a lot of doors). [[Pyrovore|Even if you’re anticipating a lot of up-close combat, there are dozens of better ways to spend your creds on this useless flying octopus]].&lt;br /&gt;
&lt;br /&gt;
{{House Delaque}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Miscellaneous_Weapons&amp;diff=340667</id>
		<title>Miscellaneous Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Miscellaneous_Weapons&amp;diff=340667"/>
		<updated>2023-01-01T06:48:10Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE: /* Shiver Blade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Miscellaneous Weapons are weapons that do not fit one particular category or another. These weapons are either obscure or behave differently by function. All of them aren&#039;t what you call standard issue firearms and the majority of them are some sort of melee weapon, thrown weapon or a combination of both. &lt;br /&gt;
&lt;br /&gt;
==Imperium Ranged Weapons==&lt;br /&gt;
===Bolas===&lt;br /&gt;
[[File:Dhcr-135-bolas.jpg|200px|right|thumb|Bolas]]&lt;br /&gt;
&lt;br /&gt;
A primitive thrown and restraining weapon. Bolas are normally non-lethal (Doesn&#039;t mean they can&#039;t be changed into [[FATAL|spike balls or explosive pellets]]) and as such are usually employed by bounty hunters or local law enforcement members, where the swirling balls can entangle a target with heavy cords of wire. They can be found all over the galaxy and some styles use up to eight balls.&lt;br /&gt;
&lt;br /&gt;
Due to its mundane nature and utility, Bolas never get to be seen in actual military engagements because the likelihood of you successfully restraining a important target in the middle of a war zone is as likely as you getting chosen to become part of the [[Adeptus Custodes]]. Even in terms of law enforcement, there are much better weapons at restraining a target such as the [[Webber|Webbers]] and certain [[Arc Weaponry|Arc Weapons]] whose charge has been set to stun. Thus, Bolas is only seen being wielded by the most desperate or primitive of societies. &lt;br /&gt;
&lt;br /&gt;
===Sling===&lt;br /&gt;
[[File:Rb1-75-sling.jpg|200px|right|thumb|Sling]]&lt;br /&gt;
&lt;br /&gt;
A Sling is a primitive weapon that makes [[Bow Weaponry|Bows and Arrows]] look advance and sophisticated by comparison. Slings are used primarily on feral or primitive worlds. They can be made with any piece of material or leather and simply require momentum provided by the user to launch the projectile. It is commonly used during riots and demonstrations and the ammunition can range anywhere from rocks picked off the ground to specialized metallic balls or even grenades.&lt;br /&gt;
&lt;br /&gt;
Furthermore, Slings have a [[Skub|completely different and &#039;&#039;some may say&#039;&#039; overly-complicated way of shooting/throwing the projectile.]] Unlike Bows and Firearms, Slings depends on the momentum a person swings this weapon overhead in either a clockwise or anti-clockwise motion, before launching the projectile in a forward motion akin to throwing a grenade or your arms acting like a catapult. As you can imagine, accuracy and aiming this thing is a pain in the ass, but when this thing hits, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;it hits hard&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039; for something of such a humble technological background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dhcr-135-sling.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Snare Gun===&lt;br /&gt;
[[File:Snare_Gun.PNG|200px|right|thumb|Snare Gun]]&lt;br /&gt;
A Snare Gun is somewhat similar to the Net Gun (Which can be read directly below), except actually sanctioned by the Imperium and used by the [[Sisters of Silence]] to deny key ground to more heavily armed foes that the Sisterhood is otherwise ill-equipped to counter.&lt;br /&gt;
&lt;br /&gt;
Like the Net Gun and [[Webber]], the Snare Gun is a &#039;non-lethal&#039; weapon meant to capture the target rather than outright killing it. Unlike the Webber, the Snare Gun fires a rapidly hardening fibro-plastic net to entangle the target akin to a Bola rather than a string of sticky filaments.&lt;br /&gt;
&lt;br /&gt;
The snare gun is therefore a simple, yet effective weapon. The ability to fire a spool of thin adamantine cable, ending in a snare, to lasso a foe is considered far more easier to handle than the specialized equipment needed to dissolve a Webber&#039;s solidified filaments. The entangled victim can then be reeled in, alive and relatively unharmed. Should the quarry become too much for the user to restrain, the spool has a quick release to allow the user to retain the weapon. This gun is often utilised by those who wish to capture a target alive but cannot access more sophisticated weapons (such as the aforementioned webbers).&lt;br /&gt;
&lt;br /&gt;
===Net Gun===&lt;br /&gt;
[[File:Net_Gun.PNG|200px|right|thumb|Net Gun]]&lt;br /&gt;
A Net Gun is a curious looking ranged weapon that seem to be designed/modified from a [[Webber]] gun. Whilst both are design as a &#039;non-lethal&#039; restraining weapon, they differ in that unlike the Webber which fires filaments of extremely sticky and restrictive &#039;webs&#039;, the Net Gun fires a more simplistic net that has been electrified to stun and entrapped the target.&lt;br /&gt;
&lt;br /&gt;
Whilst it lacks the near cement-hardening charactersitics of a Webber, the Net Gun is cheaper to produce, maintain and restock, making them quite popular among extremely primitive or assbackawards planets. After firing its shot, the gun needs to be reloaded with a new net in front of the barrel. The electrified net would continue zapping the target unless it has been forcefully removed from an outside force. They seem to be very, &#039;&#039;very&#039;&#039; popular with [[Chaos]] [[Cultist]]s and most of them seem to made from these guys rather than being officially sanctioned weapons.&lt;br /&gt;
&lt;br /&gt;
They appeared in [[Darktide]] as the primary weapon of the [[Scab Trapper]]. They are among the most annoying weapons to deal with due to the immobilising effects.&lt;br /&gt;
&lt;br /&gt;
===SLHG Pattern Assault Ram===&lt;br /&gt;
[[File:SLHG.JPG|200px|right|thumb|SLHG Pattern Assault Ram]]&lt;br /&gt;
A bizarre-looking piece of contraption only seen on [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
The SLHG Pattern Assault Ram is used primarily by Necromunda&#039;s personal skull-cracking Enforcer police departments. They are a type of breaching weapon with an underslung [[Grenade Launcher]]. Whilst this technically makes them a [[Combi-weapon]], the actual classification of this weapon is currently unidentified.&lt;br /&gt;
&lt;br /&gt;
It may or may not be a heavily motorized and advance version of a modern day SWAT battering ram. It is meant to breach open doors and barricades, whilst the grenade launcher attatchment may fire non-lethal (Or lethal) rounds to flush out entrenched hive gangers.&lt;br /&gt;
&lt;br /&gt;
The Assault Ram in Necromunda basically [[Count as|count as]] a [[Power Weapon]] with a Grenade Launcher profile.&lt;br /&gt;
&lt;br /&gt;
===Krumper Rivet Cannon===&lt;br /&gt;
[[File:Rivet_Cannon.JPG|200px|right|thumb|Rivet Cannon]]&lt;br /&gt;
The [[Ork|&#039;Krumper&#039;]] Rivet Cannon (Yes, the Orks are already filing a lawsuit for trademark infringement) is an industrial staple gun used to punch rivets into place and to make sure that piece of building stays in place. However, in the underhive of [[Necromunda]], the giant man-babies of House Goliath have weaponized them into a giant heavy-duty weapon.&lt;br /&gt;
&lt;br /&gt;
As an oversized nailgun, the Rivet Cannon has a incredibly short range, but it is just as capable of nailing bodyparts (or an entire person) to a wall as nailing sheets of metal together. It doesn&#039;t really have that much ammunition for a weapon of such size, not that it would matter for Goliath anyway as these things are just as heavy enough to be turned into a bludgeoning weapon.&lt;br /&gt;
&lt;br /&gt;
On tabletop, at only 70 credits, the Krumper seems like a steal, but remember that it only has a 9” range. With a range like that, it’s basically a powerful flamer. At least it’s not Unwieldy anymore.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Imperium Close-Combat Weapons==&lt;br /&gt;
&lt;br /&gt;
===Neuro Gauntlet===&lt;br /&gt;
[[File:Neuro_Gauntlet.JPG|200px|right|thumb|Neuro Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
The Neuro Gauntlet is a specialized weapon only used by the [[Eversor Assassin]]s of the Imperium of Man&#039;s Officio Assassinorum. The weapon is a glove or gauntlet comprised of a hyper-alloy glove whose fingers end in sharp hypodermic needles that inject a potent neurotoxin into the Assassin&#039;s victim. &lt;br /&gt;
&lt;br /&gt;
When the glove strikes an opponent, the needles immediately inject their toxin into the person&#039;s bloodstream. The lethal effect is almost instantaneous and causes a horrifically painful death as the victim is completely paralyzed while his organ systems shut down one by one. These toxins will work on Warp entities like daemons, but they are a great deal less effective against such creatures. &lt;br /&gt;
&lt;br /&gt;
In effect, it is similar to the [[Needler]] in terms of killing the target with poison, although it lacks the secondary laser gimmick.&lt;br /&gt;
&lt;br /&gt;
===Frost Claw===&lt;br /&gt;
[[File:Frostclaws.jpg|200px|right|thumb|Frost Claw]]&lt;br /&gt;
Frost Claws are strange ice-crystal punch daggers that are often wielded by the [[Space Wolves]]&#039; [[Wulfen|furries]]. The weapons are a mystery and speculation is rife as to whether the Frost Claws form through some kind of latent psychic projection, or are fashioned by the Wulfen in some as-yet-mysterious ritual. Whatever the case, they are lethally effective and are able to rip through the thickest armour as though it were yielding flesh.&lt;br /&gt;
&lt;br /&gt;
It is unknown if these same crystals are the ones that power a lot of the [[Helfrost Weaponry]], although it wouldn&#039;t surprise us if it did.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Frost Claws are S+1 AP2 Lightning Claws, which gives them remarkable reliability in damage, which is highly complementary given the high attack stats and initiative of the Wulfen.&lt;br /&gt;
&lt;br /&gt;
===9-70 Entrenching Tool===&lt;br /&gt;
[[File:9-70_Entrenching_Tool.PNG|200px|right|thumb|9-70 Entrenching Tool]]&lt;br /&gt;
Also known as a &#039;&#039;&#039;Trench Shovel&#039;&#039;&#039; or every [[Death Korps|Krieger&#039;s]] and [[Iron Warriors]]&#039; [[/d/|personal masturbation tool]]. The 9-70 Entrenching Tool is one of the standard pieces of equipment of the [[Imperial Guard]]. &lt;br /&gt;
&lt;br /&gt;
The 9-70 entrenching tool is intended primarily for filling sandbags. This small, folding spade is invaluable for digging trenches, shoring up earthen mounds, creating traps to hunt both enemies and prey, making a garden and preparing other basic defensive structures. The heavy blade of the 9-70 also makes for an excellent improvised weapon, and many Guardsmen believe that a well-sharpened entrenching tool makes for a [[Heresy|better melee weapon than their standard-issue knife.]] Truly its versatility makes this Entrenching Tool the [[Choppa]] of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite their [[Awesome|awesomeness]], GeeDubs have yet to issue [[Fail|any rules for this glorious tool-weapon.]]&lt;br /&gt;
&lt;br /&gt;
===Narthecium===&lt;br /&gt;
[[File:AST_Hagen_Pattern_Narthecium.png|200px|right|thumb|Narthecium]]&lt;br /&gt;
&lt;br /&gt;
More of a medical tool than a weapon.&lt;br /&gt;
&lt;br /&gt;
The iconic Narthecium of the [[Apothecary|Apothecaries]] is a tool which most people can recognize but few can pronounce let alone remember the name. As the Narthecium is a medical field kit, it contains the necessary tools to treat wounded Marines and get them back into action as quickly as possible. Included in the standard kit are: &lt;br /&gt;
&lt;br /&gt;
*Anti-venoms;&lt;br /&gt;
*Stim-packs;&lt;br /&gt;
*Healing agents;&lt;br /&gt;
*Sterile clay for sealing wounds;&lt;br /&gt;
*A Carnifex (No, not &amp;lt;u&amp;gt;&#039;&#039;THAT&#039;&#039;&amp;lt;/u&amp;gt; [[Carnifex]], remember it means &#039;butcher&#039;) for euthanizing fatally injured Marines; &lt;br /&gt;
*Reductor (carbon alloy): a tool for extracting the Progenoid organs (gene-seed) from fallen Marines.&lt;br /&gt;
&lt;br /&gt;
Other components may include a chainblade and an apothicarion drill for piercing armor. The Deep Bore version lowers the placement of the chainblade, and replace it with a saw-disc. The main focus of this version is the drill for piercing armor and retrieving gene-seed as quickly as possible. The Hagen pattern drill is larger and stronger, designed to be able to work on Terminator armor as well as standard Space Marine armor.&lt;br /&gt;
&lt;br /&gt;
Its more Primaris-friendly and pistol relative is the [[Reductor Pistol]]. The more Orky equivalent is the &#039;Urty Syringe.&lt;br /&gt;
&lt;br /&gt;
===Hookfang===&lt;br /&gt;
[[File:Hookfang_2.PNG|200px|right|thumb|Hookfang]]&lt;br /&gt;
The Hookfang is a type of poisoned blade and one of the primary weapons used by [[Venenum Asssassin]]s of the [[Officio Assassinorum]]. According to GeeDubs, it is considered as a dagger, despite looking [[Derp|nothing remotely close to it.]]&lt;br /&gt;
&lt;br /&gt;
These tonfa-looking blades are capable of causing damage to the enemy far after the initial strike as the poison inbedded within the blade acts as a slow-moving catalyst. By the time the target realised he/she has been gunked, it is already too late. From what we see, the Hookfang has a venom capsule on the side of the weapon, it is assumed that an internal vial system connects the venom capsule to both the injector at the front and the blade at the back, ensuring that the blade stays perpetually envenomed. &lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it is the Imperial equivalent of a [[Dark_Eldar_Combat_Weapons#Poisoned Weaponry|Dark Eldar poison weapon.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Hookfang.jpg|Bottom View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Venenum Toxin Injector===&lt;br /&gt;
[[File:ToxinInjector.jpg|200px|right|thumb|Venenum Toxin Injector]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Derp|other]] [[Miscellaneous_Weapons#Toxin_Injector|Toxin Injector]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Venenum Toxin Injector is a type of poisoned weapon used by the [[Venenum]] Temple of the [[Officio Assassinorum ]] and it is one of the primary weapons used by the assassins.&lt;br /&gt;
&lt;br /&gt;
These Toxin Injectors can kill even the toughest of foes without any metabolic trace. Or it needs is just one jab and even TEQs can just drop dead within a minute of injection. It &#039;&#039;heavily&#039;&#039; resembles the [[Original character, do not steal|hidden blade from Assasin&#039;s Creed]]. However, this is [[Pretend|misleading]] as the hidden blade-looking contraption is actually the Assasins carrying one of the needle capsules for the injector.&lt;br /&gt;
&lt;br /&gt;
The actual weapon itself is a gauntlet-looking device where the needle capsule is placed on a revolver system. By - assumingly - doing a punching motion, the device activates and launches the needle capsule at sufficient speed to unload its toxins into the target before quickly dispensing the used needle capsule. The assassin himself is protected from any malfunction via the protective caestus-looking shield on the fist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Toxin_injector_2.JPG|Top View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Servo Claw===&lt;br /&gt;
[[File:ServoClaw.jpg|200px|right|thumb|Servo Claw]]&lt;br /&gt;
A discount Power Claw you find on Wish.&lt;br /&gt;
&lt;br /&gt;
A Servo Claw are mechanical claws used by certain Imperial forces and factions that are too poor to afford a [[Power Fist]]. Relying on sheer pneumatic and mechanical strength to crush the target, a Servo Claw is quite clunky to wield and does not offer the same levels of [[Anal circumference|fisting]] than either a Power Fist or a Lightning Claw.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, against unarmoured targets and even those wearing heavier armour, a Servo Claw could still act as a good tool to latch-on to a fleeing enemy as those industrial-strengthed hydraulics ain&#039;t going anywhere. Compared to the Servo Arm which is more of a tool than a weapon, the Servo Claw is definitely 100% designed to kill things.&lt;br /&gt;
&lt;br /&gt;
[[House Van Saar]] of [[Necromunda]] really likes these things as some of them wield the Arachnis Pattern of Servo Claws, which can also be found on the [[Arachni-rig]].&lt;br /&gt;
&lt;br /&gt;
===Tarsus Buckler===&lt;br /&gt;
[[File:Tarsus_Buckler.JPG|200px|right|thumb|Tarsus Buckler]]&lt;br /&gt;
You know how in [[Dark Souls]], small shields have this special ability that allows a small window of opportunity to parry an opponent, leaving him/her vulnerable to a critical hit which can cause [[Meme|MASSIVE DAMAGE?]] Yeah, imagine that on a [[Adeptus Custodes|9 foot tall golden death machine]] and you got yourselves a Tarsus Buckler. The Tarsus Buckler is the primary &#039;defense&#039; equipment for the [[Venatari|Custodian Venatari.]] You noticed how we put in defense in quotations? Well that&#039;s because this small pint-sized shield is so [[Awesome|awesome]] that it can also function as a makeshift weapon as well.&lt;br /&gt;
&lt;br /&gt;
Oh yes, those pointy tips at the end of the buckler ain&#039;t for show. With a simple jab with the fist, a Venatari can turn a shield into a painful and quite lethal caestus, able to create deep cuts, stab wounds and a broken face. On tabletop, the Buckler is &#039;&#039;designed&#039;&#039; at destroying GEQs. Like the Power Talon, this is a Str 6 Ap-2 melee weapon but 1 damage will limit the variety of opponents this can go up against. However, the reason you want to take this is for a) the [[Kinetic Destroyer|kinetic destroyer]] (a two-shot S6 ap-2 D2 pistol with 18&amp;quot; range and what is basically a Volkite rule), and b) the fact that they reduce weapons of Ap-1 to Ap 0, limiting the consequences of having only a 3+/4++ save.  &lt;br /&gt;
&lt;br /&gt;
We ain&#039;t sure whether this is considered a [[Power weapon]] or not, as there is no description specifying a power source. We can just conclude that it is made of some damned fine materials.&lt;br /&gt;
&lt;br /&gt;
===Control Stave===&lt;br /&gt;
[[File:Control_Stave.PNG|200px|right|thumb|Control Stave]]&lt;br /&gt;
A strange looking device only wielded by the [[Skitarii Marshal]].&lt;br /&gt;
&lt;br /&gt;
The Control Stave is basically a &#039;&#039;very short&#039;&#039; [[Video Game|video game controller]] in the shape of a bonk stick. It is considered a type of staff of office, control mechanism, and weapon that allows a Marshall to better further control their [[Skitarii]] warriors. How he controls them, we have no idea seeing as how there isn&#039;t any clear mechanism for the Marshal to &#039;control&#039; his underlings whatever that means.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Control Stave acts as a free [[Power Weapon#Power Maul|Power Maul]] that comes with the Marshal. It is a S+3, AP-2 and D1 weapon. So you ain&#039;t gonna kill too much folks with it. Best to use it if there is no choice.&lt;br /&gt;
&lt;br /&gt;
===Arco-Flails===&lt;br /&gt;
[[File:Arco-flails.JPG|200px|right|thumb|Arco-Flails]]&lt;br /&gt;
Arco-Flails is the catch-all term used to describe the various weapons surgically grafted on an [[Arco-flagellant]]. The flails, [[Pretend|despite the name]], is actually made up of various weapons, such as cutting claws, pneu-mattocks, cleavers and electro-flails. Due to the fact that each Arco-flagellant is &#039;equipped&#039; with a different set of weapons with different properties, countering a [[Rage|rage-inducing cyborg]] - let alone a horde of them - is pretty difficult, especially if these Arco-flagellants uses the [[Power Weapon#Electro-Flail|electro-flail]] variety which behave similarly to those of [[Power Weapon|close combat power weapons]] [[Wat|that act like]] [[Arc Weaponry|arc weapons.]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, despite the wide variety of weapons that an Arco-Flail subsists on, on tabletop 8th Edition, they are all treated as one weapon. Arco-Flails usually make d3 hit rolls per attack, at S+1 AP-1, damage 1. While this seems rather lackluster - and it is - the point is that Arco-flagellant work best when supported by another unit. In this case, a [[Ministorum Priest]] acts as &#039;&#039;the&#039;&#039; go-to supporter, with the priest using his abilities to boost these attacks into a D3 multiplier.&lt;br /&gt;
&lt;br /&gt;
For even more bang for your buck, a Arco-flagellant with the Extremis Trigger Word stratagem makes their weapons get [[Awesome|&#039;three&#039; hit rolls per attack instead of D3.]] Combine that with a preacher, and each model gets [[Rape|nine attacks at S5 AP-1 damage 1,]] [[RIP AND TEAR|which is enough of a blender to tear through just about anything.]] The only issue with all of this is that Arco-Flagellants only hit on 4s, but since they have a Zealot that means they&#039;ll still be hitting around two thirds of the time.&lt;br /&gt;
&lt;br /&gt;
===Pteraxii Talons===&lt;br /&gt;
[[File:Pteraxii_Talons.JPG|200px|right|thumb|Pteraxii Talons]]&lt;br /&gt;
The feet of a [[Pteraxii]] has been modified and augmented into a powerful aerial close combat weapon for the [[Adeptus Mechanicus]]. &lt;br /&gt;
&lt;br /&gt;
These feet resemble the talons of an eagle and the Pteraxii uses them to lethal effect. Either ripping their targets to pieces or picking him/her up on a flyby before dropping them off to their deaths. The talons are razor-sharp and could pierce through [[Flak Armor]] and [[Wraithbone]] with ease, although [[Power Armor]] would require a great deal more difficulty. If the Pteraxii is a Skystalker, the talons mark a dangerous deterrence, if it is a Sterylizor on the other hand, then the offending unit must bend over, [[Anal circumference|cause those talons are goin in &amp;lt;u&amp;gt;&#039;&#039;&#039;dry.&#039;&#039;&#039;&amp;lt;/u&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these flying bird feet are quite the nasty pickle. These are [[Rage|AP -1 claws that give +1S on the charge]] making them powerful at [[RAGE|both deepstrikes AND making them a nightmare to charge.]] What has been said in the fluff can be applicable in the crunch. Skystalkers should use their talons as deterrence against enemy charges, whilst Sterylizors should abuse the shit out of it during deepstrikes.&lt;br /&gt;
&lt;br /&gt;
===Heavy Rock Drill===&lt;br /&gt;
[[File:Heavy_Rock_Drill.JPG|200px|right|thumb|Heavy Rock Drill]]&lt;br /&gt;
&lt;br /&gt;
The Heavy Rock Drill is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by Genestealer Cults. The heavy rock drill is modified by the hybrids so it can be carried into battle as a weapon &#039;&#039;&#039;&#039;&#039;and&#039;&#039;&#039;&#039;&#039; it can only be used &amp;lt;u&amp;gt;&#039;&#039;by&#039;&#039;&amp;lt;/u&amp;gt; Hybrids due to requiring three arms and all. Its triple grinders can turn even the stoutest enemy champion to gory gobbets of flesh.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, the Heavy Rock Drill is a 1 damage Power Fist. However, it doesn&#039;t have -1 to hit and it can inflict up to 5 extra mortal wounds on a successful wound. Pretty decent in handling tough targets especially if it successfully wounds them on the table.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, its a baby and civilian friendly Siege Drill.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Rock Cutter===&lt;br /&gt;
[[File:Heavy_Rock_Cutter.JPG|200px|right|thumb|Heavy Rock Cutter]]&lt;br /&gt;
&lt;br /&gt;
The Heavy Rock Cutter is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by Genestealer Cults. The hydraulic shears of heavy rock cutters were [[Noblebright|designed to free trapped mine workers from industrial accidents.]] When the cult rises up, however, their irresistible grip is used not to save, but to kill.&lt;br /&gt;
&lt;br /&gt;
Still, despite its place in a Genestealer Cult, one must wonder how truly effective these cutters are when your basic Genestealer claw is sharp enough to carve up Terminator Armor into Swiss cheese. &lt;br /&gt;
&lt;br /&gt;
On tabletop, the Heavy Rock Cutter is a Double Strength, AP-4 and two damage weapon which may sound fantastic, but that&#039;s not all. If you successfully damage a non-VEHICLE target, beat its remaining wounds on a D6 and [[Fist of the North Star|it dies instantly.]] Goodbye Ogryns, Tyranid Warriors, Terminators and characters.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Rock Saw===&lt;br /&gt;
[[File:Heavy_Rock_Saw.JPG|200px|right|thumb|Heavy Rock Saw]]&lt;br /&gt;
&lt;br /&gt;
Essentially a hand-held Power Saw.&lt;br /&gt;
&lt;br /&gt;
The Heavy Rock Saw is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by Genestealer Cults. The blades of the heavy rock saw are designed to cut through dense boulders of ore – when the time of war comes, they slice through the hulls of enemy vehicles easily.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that a circular saw has less moving parts than a Chainsword and thus, is less susceptible to frequent jamming and snagging from the chain teeth, not to mention it is far more durable than any type of Chainsaw, one wonders why the Imperium haven&#039;t just swap out their chain weapons for circular saws. [[Derp|Heck even the Orks have noted on how beastly circular saws are in comparison to chainweapons and have incorporated it into their armory]]. I mean yeah, sure, a Chainsword has a longer reach and it is ergonomically much easier to handle, but what&#039;s the point of these advantages if you are carrying a weapon that can easily jam, snag and needs to have its teeth replaced by the end of every single battle? It&#039;s just not cost-effective in comparison to a singular large blade that is sharp enough to cut through concrete and steel like a sponge cake. You don&#039;t see the average chainsaw being able to cut through concrete and steel on a daily basis am I right?&lt;br /&gt;
&lt;br /&gt;
These things have an IRL counterpart and are known as Concrete Saws or Rock Cutters used by Geologists. The blades are typically made from diamonds. Like those circular blades you can buy from hardware stores, but way more powerful than a power tool. Some get hot enough that they need to be cooled down with water or to soften the surface for more precise cuts. One person operates the saw and a second applies the H20 via a spray tool. They also require large amounts of electricity to pull this off.&lt;br /&gt;
&lt;br /&gt;
There are also examples mounted on construction vehicles that do both once. So these tools are not useful as weapons either. If you did have a battery with enough power they are too heavy to be used as weapons. As the lightest recon vehicles mount 7.62mm machine guns that will turn the best body armor into swiss cheese. So they won&#039;t be seen on future battlefields anytime soon. And no you can&#039;t have one. (unless your a geologist or own a construction company).&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Heavy Rock Saw is the same as the Heavy Rock Cutter, but minus the instant-kill ability and the -1 to hit roll. They are real saws, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Awesome|the manly saws]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039; that make chainswords look like pool noodles. Stick a [[Genestealer Primus|Primus]] nearby for effective 2+ to hit shenanigans.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Breaching Augur===&lt;br /&gt;
[[File:Breaching+Auger.png|200px|right|thumb|Breaching Augur (&#039;&#039;placeholder&#039;&#039;)]]&lt;br /&gt;
It&#039;s a drill used by [[Deathwatch]] [[Techmarine]]s. You think a bugman running at you with a giant circular saw is frightening? Being raped by a a [[Emperor&#039;s Children|horny Chaos Marine]] or enslaved by an [[Dark_Eldar|old as fuck space elf?]] You haven&#039;t seen nothing yet. As it says at the start of this paragraph the Breaching Augur is a drill. But not just any drill. While your typical irl Augur is used to drill holes into rocks or wood. This thing is meant to breach barriers in the same way a Chainfist is meant too. However it is much more effective.&lt;br /&gt;
&lt;br /&gt;
Obviously overkill against most Xenos and Chaos Marines. This thing butchers the armor of Vehicles and Monstrous Creatures alike. Using all the buffs described on the [https://1d4chan.org/wiki/Deathwatch_(RPG)#Things_that_suck|Deathwatch RPG page] turns it into the most bullshit melee weapon outside of those used by Titans.  This thing is so overpowered that it makes weapons used by the [[Adeptus Custodes]] and the [[Primarch]]&#039;s themselves look weak by comparison. Using it in the presence of an [[Iron Warriors|Iron Warrior]] will make him greener than an [[Ork]] or even cum in his armor. Bar none the strongest melee weapon in the old Fantasy Flight Games RPGs. So it&#039;s no wonder Cubicle 7 hasn&#039;t updated the old RPGs yet.&lt;br /&gt;
&lt;br /&gt;
===Mechadendrite===&lt;br /&gt;
[[File:Mechadendrite.JPG|200px|right|thumb|Mechadendrite]] &lt;br /&gt;
&lt;br /&gt;
Humorously called the Noodly Appendage.&lt;br /&gt;
&lt;br /&gt;
More of a tool than a weapon, although it doesn&#039;t stop the Techpriests from improvising. A Mechadendrite is a catchall name that covers a variety of tendril-like prosthetics used by [[Enginseer|Enginseers]] and other members of the [[Adeptus Mechanicus]]. It assists in manipulation of objects, micro-construction, maintenance, research and defense. It is connected to the central nervous system of the Techpriest, and so is controlled through thought just like a biological limb.&lt;br /&gt;
&lt;br /&gt;
Mechadendrites are constructed from metallic alloys and have small motors and actuators within their armored structures. They are usually longer than the Techpriest&#039;s natural limbs and are with multiple joints (simulating mechanical tentacles) to allow maximum reach and flexibility. Members of the Adeptus Mechanicus from the Enginseer rank and above are known to have mechadendrites, and although they may often only have one fitted, one could have as many mechadendrites as the body will support.&lt;br /&gt;
&lt;br /&gt;
Servitors can also have mechadendrites to assist the Enginseer they are assigned to. &lt;br /&gt;
&lt;br /&gt;
Mechatendrils, the Chaos version, only get a paltry two extra attacks at the user&#039;s strength along with a back mounted Meltagun and Flamer. A strange instance where the older version isn&#039;t superior to its newer counterpart.&lt;br /&gt;
The Mecanicus Machinator Array gives its user two additional Power Axe hits plus a Flamer and an Inferno pistol. Since Tech Priests enhancements give them the ability to carry two weapons. This is just icing on the cake during close combat. Quite brutal if paired with [[Radium Weaponry|Rad Weapons]] and the &amp;quot;traditional&amp;quot; Power Weapon.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Servo-Arm===&lt;br /&gt;
[[File:Servo-Arm_of_Iron_Priest.jpg|150px|right|thumb|Servo-Arm]]&lt;br /&gt;
&lt;br /&gt;
The bigger version of the Mechadendrite.&lt;br /&gt;
&lt;br /&gt;
A Servo-arm is used by Space Marine Techmarines and Enginseers of the Adeptus Mechanicus to help repair damaged vehicles on the battlefield. Likewise, since it acts like an additional appendage, it can carry or hold up massive equipment whilst more delicate machines can be used to repair much more fragile technologies. It can also be used as a devastating weapon in close combat as its hydraulics and synthetic muscle is more than enough to crack open a human skull.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it functions a lot like a hydraulic claw, or those forklift claws from Aliens&#039; Power Loaders. Able to easily lift many kilos and even tons of materials in spaces too small and cramp for even a Forklift or a Sentinel Power-Lifter.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Servo-Arm can be found in both the Mechanicus&#039; and Space Marine&#039;s army list. It&#039;s a one power fist attack (including -1 to hit) with 1 worse AP but flat D3. For Enginseers and Servitors in the Mechanicum and Techpriests in the Adeptus Astartes. There are much better weapons anyways, so you shouldn&#039;t really care about these things unless you really want that particular target to die in a humiliating way.&lt;br /&gt;
&lt;br /&gt;
===Servo-Harness===&lt;br /&gt;
[[File:Mech-arm-pack-solo-800x500.jpg|200px|right|thumb|Servo-Harness]]&lt;br /&gt;
&lt;br /&gt;
When you want to cosplay as [[/co/|Doc Ock]] or because four limbs are better than three. While Mechadendrites are good enough for lower rank Tech Priests and Servo Arms for newbie [[Techmarines]], Space Marines Forgemasters decided something less complex than the mecha tentacles would be better for mass production and repairs on some Omnissiah forsaken planet. With tools that double as secondary guns. &lt;br /&gt;
[[Tl;dr]], its a mobile and miniature shrine to the Omnissiah, and it really shows.&lt;br /&gt;
&lt;br /&gt;
A Servo-Harness grants a Techmarine two additional Power Fists attacks to back up their Power Weapon during melee. It also mounts a Flamer and a Plasma Cutter. The latter is an Assault 1 [[Plasma Pistol]] mounted on a Servo Arm. Making his pistol option quite redundant. Though who takes a handgun when they can have a Combi-weapon? Yes they can be fired all at once. Though your Techmarine is hardly going need the flamer when armed with a Combi-Plasma at five shots per turn(three plasma + two bolter.) &lt;br /&gt;
No player wants a guy with 3 Power Axe hits and two Power Fist attacks within charge range of their special characters. [[Anal_circumference|Even better that becomes 3 Chain Fist or Thunder Hammer attacks if you have extra points to spend.]] All this gear, plus their own self modified Artificer Armor and Servitor meat shields makes just one Techmarine a force to be reckoned with. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Monomolecular Sword===&lt;br /&gt;
[[File:Mono-Sword.JPG|200px|right|thumb|Monomolecular Sword]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Dark Eldar]] [[Dark Eldar Combat Weapons#Monomolecular Blade|Monomolecular Blade]], although their functionality is the same.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Made of a living crystalline structure just one molecule thick which constantly renews itself to keep its razor sharpness whenever it becomes blunt, the Monomolecular Sword is a masterpiece of molecular engineering, capable of slicing through all but the densest of enemy armour.&lt;br /&gt;
&lt;br /&gt;
It is often used in conjunction with female [[Spyrer]]s wearing a [[Jakara Hunting Rig]] in the underhives of [[Necromunda]]. Again, it is one of &#039;&#039;those weapons&#039;&#039; that is somehow [[Derp|better]] than their [[Basic Close Combat Weapons|military counterparts.]] How these [[Murderhobo]]s get these expensive and complicated shit, we have no idea.&lt;br /&gt;
&lt;br /&gt;
===Shiver Blade===&lt;br /&gt;
[[File:Shiver_Blade.PNG|200px|right|thumb|Shiver Blade]]&lt;br /&gt;
Shiver Blades are mysterious weapons used by [[House Delaque]]&#039;s [[Nacht-Ghul]] assassins for close combat and [[RIP AND TEAR]] purposes. Resembling a typical single-edged sword, the Shiver Blade is bit of an oddity among /tg/ since there is so little information we can gleam from these things.&lt;br /&gt;
&lt;br /&gt;
For one thing, they are most definitely more than just a &#039;[[Basic Close Combat Weapons|Basic Close Combat Weapon]]&#039; given House Delaque&#039;s own esoteric weapons they harbour within. Given the name, we can speculate and extrapolate the Shiver Blade as having a similar effect to the [[Space Wolves]]&#039; [[Helfrost Weaponry]]; in which the blade freezes anything it touch. If it functions as per-its-name, we may conclude that it might made out of some esoteric and barely understood alloy that saps the heat out of anyone. Given how mysterious and eldritch House Delaque is, this shouldn&#039;t be really that surprising.&lt;br /&gt;
&lt;br /&gt;
An alternative explanation would be &amp;quot;Shiver&amp;quot; is in reference to some psychic damage the blade does, like certain Tyranid weapons. With how the Delaques have multiple psykers, it wouldn&#039;t be implausible that they&#039;ve managed to make some form of weapon that attacks the target&#039;s mind as well as its flesh.&lt;br /&gt;
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===Serpent&#039;s Fang===&lt;br /&gt;
[[File:Serpent&#039;s_Fang.PNG|200px|right|thumb|Serpent&#039;s Fang]]&lt;br /&gt;
The Serpent&#039;s Fang are mysterious weapons used by [[House Delaque]]&#039;s [[Nacht-Ghul]] assassins for close combat and [[RIP AND TEAR]] purposes. Unlike the more conventional Shiver Blade, the Serpent&#039;s Fang somewhat resembles a larger version of the [[Space Wolves]]&#039;  Frost Claw, in that they are dual-clawed fist weapons attached to a power cable of some sort.&lt;br /&gt;
&lt;br /&gt;
Like the Shiver Blade, not much is known about the Serpent&#039;s Fang outside of guesswork from its name. If the name is literal, we can assume that the Serpent&#039;s Fang is some sort of envenomed weapon like those used by the [[Venenum]] assassins. Those cables attached to the weapon may in fact, not be power cables like those found in [[Power Weapon]]s, but tubes constantly making sure the weapon stays envenomed with poison and toxins. Given the assassin nature of a Nacht-Ghul, this is quite likely to be the case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Serpent&#039;s_Fang_2.PNG|Alternate view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shear===&lt;br /&gt;
[[File:Pit_Slave_Shears.JPG|200px|right|thumb|Shear]]&lt;br /&gt;
In the grimdarkness of the 41st Millennium, a simple wool shear has somehow turned into a weapon.&lt;br /&gt;
&lt;br /&gt;
In the depths of the Necromundan underhives, Pit Slaves will commonly be &amp;quot;modified&amp;quot; to include Shears with which to harvest fungus groves or to scrap metal. Criminal gangs have found the benefits of hiring escaped slaves with this appendage thanks to the ease with which the slaves can sever limbs and occasionally heads from their opponents.&lt;br /&gt;
&lt;br /&gt;
You would expect people to use these giant shears as they were intended right? shearing wool off a super sheep or something. But no, of course not, they just have to turn it into a weapon that stops one cock-slicing short of it being a [[Slaanesh|Slaaneshi weapon]].&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Pit Slave Buzz Saw===&lt;br /&gt;
[[File:Pitt_Slave_Buzzsaw_2.JPG|200px|right|thumb|Pit Slave Buzz Saw]]&lt;br /&gt;
Essentially the human equivalent of an Ork Killsaw.&lt;br /&gt;
&lt;br /&gt;
A toothed disk of razor-sharp steel, the Buzz Saw revolves at a high velocity in order to maximize its cutting power. Traditionally they have been grafted onto the arms of Scrap Slaves on the [[Hive World]]s to help them carry out the work of breaking down or cutting apart the detritus of society into more salvageable smaller parts. May or may not be found in areas that require a metric shit-ton of industrial cutting&lt;br /&gt;
&lt;br /&gt;
More underhanded businessmen have attached them to the arms of Pit Fighters where they make ruthlessly efficient killing tools in the gladiatorial arenas that can be found all too often in the less savoury areas of Hive Worlds such as [[Necromunda]]. On the other hand, the [[Imperial Guard]] have a variant of this mounted on a [[Robot Crawler]].&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the Heavy Rock Saw&#039;s bigger brother.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pitt_Slave_Buzzsaw.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charonite Claws===&lt;br /&gt;
[[File:Charonite_Claws.JPG|200px|right|thumb|Charonite Claws]]&lt;br /&gt;
&lt;br /&gt;
The [[Heresy|Semi-Heretical]] weapons of [[Xenos]] origin dating back during the [[Age of Strife]]. &lt;br /&gt;
&lt;br /&gt;
The [[Ogryn#Ogryn Charonites|Ogryn Charonites]] derive their name from their powerful main weapon, the Charonite Claws. These were heavily constructed servo-claws and matched augmentic implants designed to amplify and take advantage of an Ogryn&#039;s already formidable strength and physical stature. Charonite Claws needed to be surgically implanted, which meant that an Ogryn needed to have both his hands and forearms amputated in order to use them. &lt;br /&gt;
&lt;br /&gt;
Charonite Claws emerged in the early days of the [[Great Crusade]] as powerful weapons intended for use in the murderous confines of shipboard combat. Armed in this way, an Ogryn could crush flesh, and even bulkheads, and rip through armour and ceramite plate with ease. If an Ogryn Charonite could gain purchase with both his claws, they were designed to retract apart from each other with flesh-rending force, savagely dismembering their victims. &lt;br /&gt;
&lt;br /&gt;
It can be safe to assume that these weapons have been mothballed or destroyed by the AdMech ever since the [[Horus Heresy]].&lt;br /&gt;
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===Psychomantic Claw===&lt;br /&gt;
[[File:Psychomantic_Claw.PNG|200px|right|thumb|Psychomantic Claw]]&lt;br /&gt;
A Psychomantic Claw is a close-combat weapon that can be paired with a [[Psy-Gheist]]&#039;s Psychomancer&#039;s Harness‎. Whilst not always a standard-issue weapon for these [[psyker]]s from [[House Delaque]], they can be a melee option if needed. It can also be mounted on the [[Piscean Spektor]], which has &#039;&#039;four&#039;&#039; of these things.&lt;br /&gt;
&lt;br /&gt;
Now, one thing you may realise is that these things are pretty fucking huge. They are so large in fact, that the Psy-Gheist actually treat them more like additional limbs for faster locomotion. Ergo, they somewhat resemble Doc Oc&#039;s arms except, rather than having four limbs, they only have two. &lt;br /&gt;
&lt;br /&gt;
Given how big they are, their strength is obviously quite formidable. These claws ain&#039;t for show and is capable of lifting another humanoid and throwing them across the corridor, or simply crushing or slashing them to death. However, despite being used by a psyker, they are not explicitly [[Force Weapons]], as their rules do not denote them as one and they are surprisingly quite underwhelming on tabletop. On the Piscean Spektor however, these things quickly become [[RIP AND TEAR]] incarnate due to the amount of attacks these flying robo-shark-squids can output in a single round.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Hydraulic Claw===&lt;br /&gt;
[[File:HydraulicClaw.jpg|200px|right|thumb|Hydraulic Claw]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOT&#039;&#039; a Power Weapon.&lt;br /&gt;
&lt;br /&gt;
Hydraulic Claws are a type of weapon used by the [[Adeptus Mechanicus]]. Usually mounted on [[Kataphron Battle Servitors]], these weapons are driven not only by powerful pistons, but also sanctified oils that are collected, drip by drip, from God-Machines at rest. The Tech-Priests’ belief is that in maintaining this process, they confer some of the Titan’s strength to their servitors. One who has witnessed the ruin wrought by a hydraulic claw will be hard pressed to refute it.&lt;br /&gt;
&lt;br /&gt;
Despite its name, it is no way related a normal industrial hydraulic claw, as these things are &#039;&#039;definitely&#039;&#039; designed to crush skulls of heretics and xenos alike. Seriously, look at those talons, you ain&#039;t gonna handle fragile cargo in a safe manner like that.&lt;br /&gt;
 &lt;br /&gt;
On tabletop, the Hydraulic Claw is essentially a power fist with less armor penetration. The weapon isn&#039;t bad, what is bad is the Breacher it is mounted on: what it gains in chance to wound it loses in chance to hit, and its meager AP doesn&#039;t let it capitalize on the D3 damage (which is the actual strength of power fists, not their strength). Barely better than the Arc Claw, but it also costs double.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Powerlifter===&lt;br /&gt;
[[File:Powerlifter.JPG|200px|right|thumb|Powerlifter]]&lt;br /&gt;
{{Topquote|Get away from her you BITCH!|Quote from a woman dating back in M2. Sources indicate that she was the first person to encounter a Tyranid infestation and survive.}}&lt;br /&gt;
Another weapon that is &#039;&#039;NOT&#039;&#039; a Power Weapon, [[Pretend|despite its name.]]&lt;br /&gt;
&lt;br /&gt;
The Powerlifter is a device used on Imperial Guard [[Sentinel|Sentinels]]. The Powerlifter consists of a pair of strong hydraulic claws, easily capable of crushing a man. Despite this, the Powerlifter is most often used for logistical and hauling duties. The Powerlifter is also equipped with a counterweight mounted on the rear to prevent the Sentinel from tipping forward when it is holding heavy cargo.&lt;br /&gt;
&lt;br /&gt;
Back in the good old days, Powerlifters were surprisingly powerful melee weapons, able to handle entire squads of Assault Marines and win. Although it is honestly quite the hilarious site seeing a Sentinel kick ass in close combat despite how ungainly the Powerlifters were. Nevertheless, it was [[Nerf|nerfed]] because GW hates fun. Yes we know, it is a direct reference to Aliens&#039; Power Loaders.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Magna-Grapple===&lt;br /&gt;
[[File:Magna-Grapple.png|200px|right|thumb|Magna-Grapple]]&lt;br /&gt;
&lt;br /&gt;
[[Meme|GET OVER HERE!]] the weapon.&lt;br /&gt;
&lt;br /&gt;
The Magna-Grapple (Otherwise known as the [[Grapnel Launcher]] for Dreadnoughts) is a pseudo-Dreadnought Close Combat Weapon used by the [[Furioso Dreadnought|Furioso Dreadnoughts]] of the [[Blood Angels]] Chapter and their Successor Chapters. &lt;br /&gt;
&lt;br /&gt;
The Magna-Grapple is mounted on top of the Dreadnought&#039;s chassis. Consisting of potent gravitic emitters and a spooled length of adamantium chain, a Magna-Grapple can clamp onto a vehicle&#039;s hull before hauling the Dreadnought towards its target with terrifying speed. The Dreadnought then tears the target apart with its main Dreadnought Close Combat Weapons or fires upon it with its Frag Cannon. &lt;br /&gt;
&lt;br /&gt;
Now if only the Grapnel Launcher could function the same....&lt;br /&gt;
&lt;br /&gt;
===Penitent Flails===&lt;br /&gt;
[[File:Penitent_Flails.JPG|200px|right|thumb|Penitent Flails]]&lt;br /&gt;
A new and nasty close combat weapon now found on the [[Sisters of Battle]] [[Penitent Engine]], [[Mortifier|Mortifiers]] and [[Mortifier#Anchorite|Anchorites]]. Penitent Flails are now the stock standard close combat weapons for these SoB Walkers, with the Penitent buzz-saw being upgraded from a chainfist look-a-like to a more nastier second-tier power weapon that is effective on its own regards.&lt;br /&gt;
&lt;br /&gt;
These flails are large and comes in groups of usually three. The crazed masochistic bolter bitches that has been strapped onto these engines goes outright ballistic with these weapons, charging straight through the first mook she sees before clobbering it to death with [[Red Rage|sheer, pent-up, PMSing RAEG.]] It also works quite well against vehicles too, as the pneumatically enhanced artificial muscles of these walkers, could dent the side armor and cause potentially lethal damage to the vulnerable electronics/gears/parts and/or squishy mortals inside.&lt;br /&gt;
&lt;br /&gt;
On tabletop, Penitent Flails are melee range weapons with a S+1, Ap-2, D1- stats. These flails could make 3 hits roll with each attack of that weapon, maximizing at 7 attacks per unit and per round. If the bearer is equipped with a pair she gets [[Awesome|1 additional attacks with that weapon.]] Rip and tear indeed, for being a base CQC weapon, the flails are surprisingly quite great in turning GEQs and MEQs into krabby patties, while scoring the occasional wound against light and medium vehicles.&lt;br /&gt;
&lt;br /&gt;
Of course, when it comes to tougher opponents, it would start to gradually wear off. By this time, it would be far more sensible to equip these walkers with the above mentioned Penitent Buzz-Saws.&lt;br /&gt;
&lt;br /&gt;
===Assault/Siege Drill===&lt;br /&gt;
[[File:Siege_Drill.jpg|160px|right|thumb|Siege Drill]]&lt;br /&gt;
&lt;br /&gt;
An Assault/Siege Drill is a weapon used on [[Dreadnoughts|Ironclad Siege Dreadnoughts]] or [[Centurion Squad|Centurions.]] As one might expect, these are the Heavy Rock Drills for SPEHS MEHREENS.&lt;br /&gt;
&lt;br /&gt;
Although they have different names, they function almost the same (Assault Drills for Dreadnoughts, Siege Drills for Centurions). It drills through rock as easily as reinforced ferrocrete, which is the substance usually used when building bunkers. Once the drill has penetrated the wall, a built in Heavy Flamer unleashes an inferno inside the bunker, killing everything within. The drill consists of three ball-shaped grinders which rotate to produce a drill effect.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these things are absolute monsters, the drills deal a whopping S10 AP-4 3 damage, which means that they &#039;&#039;&amp;lt;u&amp;gt;WILL&amp;lt;/u&amp;gt;&#039;&#039; hit and they &amp;lt;u&amp;gt;&#039;&#039;WILL&#039;&#039;&amp;lt;/u&amp;gt; hurt. For more information you can look up the Centurion Squad page to dissect its giddily goodness. It can be assumed that the Dreadnought version can kick just as much ass as the baby Centurion Squad.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Assault_Drill.jpg|Assault Drill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seismic Hammer===&lt;br /&gt;
[[File:Seismic_Hammer.JPG|160px|right|thumb|Seismic Hammer]]&lt;br /&gt;
&lt;br /&gt;
A [[Grav-weapons|Gravity Hammer]] on a fist. &lt;br /&gt;
&lt;br /&gt;
The Seismic Hammer is a much more common siege weapon than the Assault Drill, due to the simple fact that is a much less complex weapon. Where an Assault Drill is designed to penetrate its targets, the Seismic Hammer batters them into pieces. It is also equipped with an under-slung multi-melta. This siege weapon is only compatible with the Ironclad Dreadnought chassis.&lt;br /&gt;
&lt;br /&gt;
The weapon resembles four small drills that attach and stabilize the weapon to the target structure, then the seismic hammer erupts out from the weapon&#039;s center, slamming into the target and causing devastating shock waves. &#039;&#039;Or&#039;&#039; it can resemble a long hammer that is held forwards, with its head resembling that of an eagle; the weapon uses powerful hydraulics to slam the hammerhead forwards with frightening speed, slamming into the target structure and causing massive damage.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this weapon forces a -1 to hit but comes with AP-4 and deals a jaw-dropping 5 damage per attack.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Gyges Siege Claw===&lt;br /&gt;
[[File:Gyges_Siege_Claw.JPG|200px|right|thumb|Gyges Siege Claw]]&lt;br /&gt;
Giant piss-off weapons mounted on a [[Armiger Knight Moirax|Knight Moirax.]]&lt;br /&gt;
&lt;br /&gt;
The Gyges Siege Claw is, as its name implies, a close combat weapon designed for breaking apart fortifications, walls and bunkers, so that the Knight Moirax could get into the juicy side and fire its [[Volkite Veuglaire]]. The Siege Claw is also just as effective at turning its claws against units wearing pesky [[Power armor|power armor]] or [[Tyranid|hardened bone chitin]] with relative ease.&lt;br /&gt;
&lt;br /&gt;
Despite being a weapon, they honestly look more like [[Derp|giant claw machines]], which, when we think about it, [[Herp|how the hell does this thing break anything?]] Grabbing shit and throwing it? Yeah, we can see the claw being utilized like that. But destroying armored walls? Well, unless it is plainly described as a [[Power Weapon]], than we remain highly skeptical.&lt;br /&gt;
&lt;br /&gt;
===Leviathan Siege Drill===&lt;br /&gt;
[[File:LevSiege_Drill.JPG|200px|right|thumb|Leviathan Siege Drill]]&lt;br /&gt;
&lt;br /&gt;
The bigger brother of the Assault and Siege Drills. &lt;br /&gt;
&lt;br /&gt;
The Leviathan Siege Drill is a type of Dreadnought Close Combat Weapon designed for use by Leviathan Pattern Siege Dreadnoughts. It was developed to be even more destructive than most classes of Dreadnought Siege Drills, and can bore straight through the heavy armor of vehicles and fortifications with ease. This Siege Drill incorporates a built-in Meltagun in the palm. &lt;br /&gt;
&lt;br /&gt;
Essentially, it is a Heavy Rock Drill that has been grown to the size of a Dreadnought Close Combat Weapon. Seriously, what&#039;s up with the Imperium and weaponizing mining equipment for the lols?&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Leviathan Siege Drill is Sx2, AP 2 weapon that has wrecker and armourbane rules. This means that this thing, like the Leviathan Siege Claw is a [[Cheese|S16 weapon]] that can reliably one punch the majority of units up and including Terminators with relative ease. That and the fact that it come automatically in-built with a Meltagun means that most armor including Superheavies aren&#039;t safe once this thing is charging headfirst into hell.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Leviathan Siege Claw===&lt;br /&gt;
[[File:LevSiege_Claw.JPG|200px|right|thumb|Leviathan Siege Claw]]&lt;br /&gt;
&lt;br /&gt;
A Dreadnought Lightning Claw on steroids.&lt;br /&gt;
&lt;br /&gt;
The Leviathan Siege Claw is the standard type of Dreadnought Close Combat Weapon used by Leviathan Pattern Siege Dreadnoughts, and it was developed to be even more destructive than those of other Dreadnought patterns. A Leviathan Siege Claw is designed to sever flesh and bone, slicing a Leviathan&#039;s foe apart in a single cut. Curiously, it is not stated to be a [[Power Weapon]], which if true, means that those claws on the Leviathan is just &#039;&#039;&amp;lt;u&amp;gt;THAT&amp;lt;/u&amp;gt;&#039;&#039; sharp. &lt;br /&gt;
&lt;br /&gt;
As with all of a Leviathan Dreadnought&#039;s close combat weapons, they also excel at tearing through the walls of enemy fortifications. All Leviathan Siege Claws incorporate a built-in Meltagun. The Siege Claw is certified for definite [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
On tabletop, this weapon is a Sx2 AP-3 D3 weapon which re-roll failed wounds against Infantry. [[Rape|Equip your Leviathan with two of these monsters and watch as this thing butchers entire Ork and Tyranid armies into pieces.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Hekaton Siege Claw===&lt;br /&gt;
[[File:Hekaton_Siege_Claw.JPG|200px|right|thumb|Hekaton Siege Claw]]&lt;br /&gt;
The big brother of the Gyges Siege Claw. &lt;br /&gt;
&lt;br /&gt;
The Hekaton Siege Claw is a massive siege weapon used by the combat walkers of the Questor Imperialis, the [[Imperial Knight]]s, and by the [[Chaos Knight|Renegade Knights]] of the Questor Traitoris. It is used solely by the [[Questoris Knight Magaera]] and the [[Questoris Knight Styrix]].&lt;br /&gt;
&lt;br /&gt;
The Hekaton Siege Claw is a melee siege weapon consisting of three massive claws capable of smashing both vehicles and structures like aluminium. The Hekaton Siege Claw features a twin-linked [[Irradiation Projector|Rad Cleanser]] built into the weapon&#039;s &amp;quot;palm.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
On a bit of a fun trivia, the word &amp;quot;Hekaton&amp;quot; is derived from the Greek word Hekatonkheires, three giants that exist in Greek mythology with incredible strength and ferocity that surpassed that of all of the Titans. The Hekaton Siege Claw, like the myth, has three giant claws of incredible strength.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Krius Siege Drill===&lt;br /&gt;
[[File:IoncolastSiegeClaw.jpg|200px|right|thumb|Krius Siege Drill]]&lt;br /&gt;
A Leviathan Siege Drill on steroids.&lt;br /&gt;
&lt;br /&gt;
The Krius Siege Drill are massive drills designed to [[Anal circumference|fist fortifications into submission]] and are used by [[Warmaster Iconoclast Heavy Battle Titan]]s. They are handily mounted within an enormous claw for better &#039;grip strength&#039; so they can throw shit back at the enemy and in-built [[Melta Cannon]]s for better wall blasting. It is considered one of the two primary weapons of said Titan, with the other being the [[Chain weapon#Desolator Chainsword|Desolator Chainsword.]]&lt;br /&gt;
&lt;br /&gt;
Of course, this along with the [[Chain weapon#Desolator Chainsword|Desolator Chainsword]] begs the question on why even give a slow-moving, stupidly large target weapons that they could only engage at close range. Even by the stupid reputation of the Imperium, [[Derp|this is already stretching the limit on practicality, even by &#039;&#039;40k standards&#039;&#039;.]] With how heavy the - you know - &#039;&#039;&#039;Heavy Battle Titan&#039;&#039;&#039; is, it is much more feasible for the Imperium go the [[Emperor Battle Titan]] way of mounting more guns and turning it into a fix-point superheavy artillery walker.&lt;br /&gt;
&lt;br /&gt;
At the very least, one could actually &#039;&#039;see&#039;&#039; the application of the Siege Drill unlike the Desolator Chainsword; with the ability to pick up things and throw shit making it a tad bit more versatile than the overgrown Chainsword. That and it is at least better designed than &#039;&#039;that&#039;&#039; [[Fail|abomination.]]&lt;br /&gt;
&lt;br /&gt;
If you still want more range but sticking with a Grav-weapon, you can swap it out with a [[Krius Grav Imploder]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
&lt;br /&gt;
===Star Bolas===&lt;br /&gt;
[[File:Star_Bolas.png|200px|right|thumb|Star Bolas]]&lt;br /&gt;
&lt;br /&gt;
Remember the Bolas that we talked about earlier? Yeah, it seems that the [[Eldar|arrogant space pixie fairies]] &#039;&#039;somehow&#039;&#039; found a use for these. &lt;br /&gt;
&lt;br /&gt;
A Star Bola, or Tredail as it is known in the Eldar Lexicon, is a close-combat weapon utilized exclusively by the [[Eldar]] [[Harlequins]]. This is a favored weapon of the Harlequin Players, known as Great Falcons, who are mounted precariously on the rear of the lightning-fast Jetbikes known as [[Skyweaver|Skyweavers]]. A Star Bola mounts three weighted plasma charges at the end of mesh-weave cords. These charges arm when the bolas are spun with sufficient vigor. The weapon is designed to be hurled in a scything arc, tangling about its target before its plasma charges explode with the fury of a dying sun. Though Star Bolas are undeniably powerful weapons, their main disadvantage is that [[Derp|they can be hurled but once.]]&lt;br /&gt;
&lt;br /&gt;
Yeah, yeah we know. [[Lolwut|Its pretty jarring for one of the most ancient and advance race in WH40K to still be using one of the most primitive and simplest of weapons as their go-to anti-tank projectiles.]] Sure we can brush it off as Harlequins being massive [[Troll|Trolls]], but come on GW, &amp;lt;u&amp;gt;&#039;&#039;really?&#039;&#039;&amp;lt;/u&amp;gt; Of all the tools you could give to the Space Clowns, you give them [[Wat|fucking Bolas!?]] Weapons that are looked down on by the Mon&#039;Keigh as obsolete and even primitive by [[Ork]] standards? [[FAIL|And it can only be thrown once? Seriously who the hell designed the ergonomics of this thing?]]&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Ork==&lt;br /&gt;
These are any close combat weapons that are neither [[Choppa|Choppas]] (Due to having a more complex system to manufacture) nor a [[Chain Weapon]] (Due to having parts that does not function like a Chain Weapon). Basically, they are any type of CCW typically used by an Odd Boy instead of your average shooty/choppy boy.&lt;br /&gt;
&lt;br /&gt;
===&#039;Urty Syringe===&lt;br /&gt;
[[File:EC-needle-uv-lif.jpg|200px|right|thumb|&#039;Urty Syringe]]&lt;br /&gt;
&lt;br /&gt;
Ork [[Painboy|Painboys]] carry a bewildering variety of mean-looking tools, supposedly designed to aid the Mad Dok in his &#039;fixin&#039; of wounded Orks. They may include various blunt saws, blades and hammers and other devices which an Imperial medic would never dream of using.&lt;br /&gt;
&lt;br /&gt;
However, his most used tool is the &#039;Urty Syringe. &#039;Urty Syringes are huge steel syringes filled with some toxic goo or liquid. When used in combat, they prove to be an extremely powerful weapon although they don&#039;t work against opponents with peculiar physiologies, such as daemons or Tyranids.&lt;br /&gt;
&lt;br /&gt;
The &#039;Urty Syringe as you may already know, is the Ork equivalent of the Space Marine Narthecium.&lt;br /&gt;
&lt;br /&gt;
===Mek&#039;s Fixa===&lt;br /&gt;
[[File:Fixa.JPG|200px|right|thumb|Mek&#039;s Fixa]]&lt;br /&gt;
&lt;br /&gt;
More of a tool than a weapon.&lt;br /&gt;
&lt;br /&gt;
Ork [[Mekboy|Mekboys]] use all kinds of various tools to repair, kustomize and upgrade their vehicles and other unreliable pieces of Ork Technology. They often put them to use right on the battlefield to fix a vehicle that undertook damage in the fighting. Most of the tools used are rather primitive, but some may take a form of unusually sophisticated and bizarre devices.&lt;br /&gt;
&lt;br /&gt;
The most prominent tool of the Mekboy is the Mek&#039;s Fixa which is a giant wrench that is basically the Ork&#039;s swiss army knife, for it can function as the aforementioned wrench, a hammer, a cutting tool, a screwdriver and much, much more. It can even function as an axe, if the Mekboy feels particularly threatened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tankhammer===&lt;br /&gt;
[[File:Tank_Hammer.PNG|200px|right|thumb|Tankhammer]]&lt;br /&gt;
The Tankhammer is a ridiculous and suicidal weapon and is what happens when you combine a hammer with a RPG round. The Tankhammer is an Ork close combat weapon for use against enemy armor. &lt;br /&gt;
&lt;br /&gt;
Essentially a rokkit on a pole, it is used by old-fashioned Orks, who don&#039;t trust such unreliable devices as rokkit thrusters. The Tankhammer is swung directly into the vulnerable parts of enemy vehicles at close range, although it an be used against infantry with devastating effects. It is most commonly wielded by Ork Tankbustas. [[FATAL|Because it often explodes when struck, most of these Orks don&#039;t survive, much to the amusement of much smarter Orks.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tankhammer.jpg|If you want to go out in style, the Tankhammer is for you!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bangstikk===&lt;br /&gt;
[[File:Bangstikk.JPG|200px|right|thumb|Bangstikk]]&lt;br /&gt;
&lt;br /&gt;
The cousin of the Tankhammer and far more sensible. The Bangstikk is essentially the Orkified version of the Imperium&#039;s [[Basic Close Combat Weapons#Hunting Lance|Hunting Lance.]]&lt;br /&gt;
&lt;br /&gt;
Nothing more than a rokkit on a stick, a Bangstikk is a Feral Ork weapon. They are long poles with large amounts of explosives attached to the end and used when mounted on a Boar. Most probably used something like a lance, the bangstikk has a similar effect to the Krak Grenade and is used highly effectively against vehicle armour, although being poorly balanced they are not the easiest of weapons to use. &lt;br /&gt;
&lt;br /&gt;
It is not known why the Orks never seem to utilize more of these. It could be because more tech-savvy Orks aren&#039;t fans of [[Boarboyz]] and their [[Warboar|Warboars]], therefore the usage of these weapons seem fall out of use in the more Mek dominated areas of Ork control. However the Snakebite clan still utilize these en masse due to being Amish Orks.&lt;br /&gt;
&lt;br /&gt;
===Stikka===&lt;br /&gt;
[[File:Stikka.JPG|250px|right|thumb|Stikka]]&lt;br /&gt;
The more updated and &#039;advance&#039; version of the Bangstikk. &lt;br /&gt;
&lt;br /&gt;
The Stikka is what happens when you leave a bunch of [[Ork]] [[Murderhobos]] called the [[Beast Snagga]]s with a Hunting Lance and tell them to fuck around and find out. And fuck around they did, as the Orks managed to one-up the Imperium in this regard.&lt;br /&gt;
&lt;br /&gt;
Rather than just being an over-glorified close-ranged Krak Grenade on a stick, the Orks decided to turn it into a type of Ork throwable spear. This weapon is called a Stikka and are the standard-issue weapon used by Beast Snagga [[Squighog Boy]]z for hunting prey. [[Awesome|Stikkas are mounted with rocket boosters and can thus be used as projectile weapons.]]&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, the Stikka has both a &#039;shooting&#039; phase and a melee phase. In terms of melee, It is a S+1 (Bumping total Strength to 6), AP-2, D2 weapon. Not bad especially on a charge, allowing your Boyz to skewer a few Space Marines a turn. However, if you want to throw the damn thing, you can only do it once. Throwing the Stikka gives it a 12&amp;quot; ranged, Assault 1, AP-2, D2 weapon that would increase its Strength characteristic of a +1 if it is within half range (So 6&amp;quot; to be effective). Given these mediocre stats, it&#039;s best to save the Stikka until all hell breaks loose.&lt;br /&gt;
&lt;br /&gt;
===Breaching Ram===&lt;br /&gt;
[[File:Breaching_Ram.JPG|200px|right|thumb|Breaching Ram]]&lt;br /&gt;
The Ork equivalent of the SLHG Pattern Assault Ram.&lt;br /&gt;
&lt;br /&gt;
The Breaching Ram or Breacha Ram is the Ork&#039;s portable Battering Ram and the primary weapon/equipment of the [[Breacha Boy]] of a [[Ork Kommando|Kommando Kill Team]]. They are large, heavy piece of solid metal used to punch through doors, walls or people with simple and brutal efficiency.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are a cover-punching not-quite power fist, better keyed for breaking marines rather than vehicles. In Kill Team, they are given a special rule called &#039;&#039;&#039;Breach&#039;&#039;&#039;, which allows them to perform a Normal Move, Dash or Charge action on each round. It can also move through parts of terrain features that are no more than a few feet thick as if they were not there.&lt;br /&gt;
&lt;br /&gt;
All in all, what you get is a discount powerfist that has no hit penalties and denies enemies cover, excellent against MEQ and usually the only option actually worth the points.&lt;br /&gt;
&lt;br /&gt;
===Killsaw===&lt;br /&gt;
[[File:Warhammer-40k-bitz-orks-mega-nobz-killsaw-e1-right.jpg|200px|right|thumb|Killsaw]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the much larger Kill Saw]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Killsaw is an Ork close combat weapon sometimes integrated into Mega Armour or used by Ork Mekboys. They are the smallest of the Buzzsaw family. A large variant of the Killsaw can be seen mounted on Mega-Dreads.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Killsaw is a weapon that trades out the 1d3 damage of the Klaw for a flat 2 damage and an additional point AP (Boosting the total to -4). If you can somehow take two, they give you an extra attack (kind of like lightning claws, or how older Editions&#039; dual-wielding rules worked). It can only be equipped to Warbosses, Meks, Nobz, Painboyz or Meganobz, so it takes a bit of effort to get the most use out of it. In general, stick to the Klaw unless you have a way to get your Mek/Meganobz into melee without being shot at. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:7e-meganob-killsaws.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saw Blades===&lt;br /&gt;
[[File:Saw_Blades_Dragsta.JPG|200px|right|thumb|Saw Blades]]&lt;br /&gt;
&lt;br /&gt;
A bunch of sawblades fitted either vertically to the front of [[Shokkjump Dragsta]]s to go all [[Seeker_Chariots_of_Slaanesh|lawn mower]] up in this horde, or horizontally to the sides of [[Rukkatrukk_Squigbuggy|Rukkatrukk Squigbuggies]] to catch gits&#039; ankles as they drive past on the next food delivery.&lt;br /&gt;
&lt;br /&gt;
Weaker than the Buzz Saw in literally every way, with one less Strength, Armour Penetration, and Damage, but mounted on faster platforms (in the Dragsta&#039;s case, one that can even teleport without the use of a Stratagem), allowing them to reach the enemy much quicker, and skirt around heavier enemy elements to engage lighter ones better suited to them.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Saw_Blades_Squigbuggy.JPG|Squigbuggy variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Spinnin&#039; Blades===&lt;br /&gt;
[[File:Spinnin_Blades.JPG|200px|right|thumb|Spinnin&#039; Blades]]&lt;br /&gt;
A literal helicopter blender. &lt;br /&gt;
&lt;br /&gt;
This is the actual propellers of [[Deffkoptas]], the ones they use to stay up in the air with, employed as melee weapons. One can only assume the Flyboy rolls the thing upside-down at very low altitude to aim at people&#039;s heads, but still, this&#039;d be an incredibly dangerous manoeuvre at the best of times for a veteran pilot, let alone during a dogfight with a crazed Ork [[Speed Freek]] at the helm.&lt;br /&gt;
&lt;br /&gt;
The careening flight path necessary to get the Spinnin&#039; Blades at the right angle to strike ground targets, means you only get D3 Attacks with them at +1S. Despite the obvious danger inherent in their use, you suffer exactly zero penalties when striking.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Buzz Saw===&lt;br /&gt;
[[File:Buzz_Saw.PNG|200px|right|thumb|Buzz Saw]]&lt;br /&gt;
&lt;br /&gt;
The generically named Buzz Saw is a huge, circular sawblade mounted on Killa Kans and Deff Dreads. &lt;br /&gt;
&lt;br /&gt;
The big brother of the Killsaw, the Buzz Saw is a unholy fusion of a powersaw and a power klaw (Without the power part) and are every bit as savage as the Orks that wields them. This means that the Buzz Saw can both grab and slice opponents into fine chunks of flesh. &lt;br /&gt;
&lt;br /&gt;
These weapons may include single large spinning blades, multiple small spinning blades, spinning blades with additional fixed or moving blades or crushing elements, or spinning blades with additional [[Chain Weapon|Chain Weapons]] attached.&lt;br /&gt;
&lt;br /&gt;
Despite this, they are grouped all under the Killa Kan/Deff Dread Close Combat Weapons and thus, all share the same profile of a Dread Klaw/Kan Klaw (Depending on the walker using them). [[Derp|Which means that this non-Power Weapons share the same function as an &#039;&#039;actual&#039;&#039; Power Weapon.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Drilla===&lt;br /&gt;
[[File:Drilla.PNG|200px|right|thumb|Drilla]]&lt;br /&gt;
&lt;br /&gt;
A weapon designed in creating as many holes into a unfortunate bastard as possible.&lt;br /&gt;
&lt;br /&gt;
A large, motorised drill-bit meant to pierce through the toughest armor with comparitive ease. The Drilla is meant for anti-armor purposes whilst the rest of the Killa Kan&#039;s/Deff Dread&#039;s weapons can be free&#039;d up to focus on mulching infantry.&lt;br /&gt;
&lt;br /&gt;
Despite this, they are grouped all under the Killa Kan/Deff Dread Close Combat Weapons and thus, all share the same profile of a Dread Klaw/Kan Klaw (Depending on the walker using them). [[Derp|Which means that this non-Power Weapons share the same function as an &#039;&#039;actual&#039;&#039; Power Weapon.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Nose Drill===&lt;br /&gt;
[[File:Nose_Drill.JPG|200px|right|thumb|Nose Drill]]&lt;br /&gt;
&lt;br /&gt;
A larger but less accurate Drilla fitted to the nose of a [[Megatrakk Scrapjet]], so that the Ork Flyboy in the cockpit can actually do some serious damage when he rams something. To add insult to injury, whatever he does hit&#039;ll then get sucked up into the huge jet turbine directly behind the drill.&lt;br /&gt;
&lt;br /&gt;
As such, can be considered kind of unnecessary and redundant all things considered. The only way one can see a practical use for this in regards to the Orks, is that the nose drill could act as an okay battering ram against fortifications and walls. [[FATAL|Unfortunately, jet engines don&#039;t do so hot against things like space concrete and bricks.]] So these jet engines must be powered by a fuck ton of WAAAAGH energy to prevent it from blowing the fuck up.&lt;br /&gt;
&lt;br /&gt;
Compared to the one mounted on Killa Kans, this gives an additional +1 Strength, loses 2 Armour Penetration, and deals D3 Damage instead of a set 2. It&#039;s also obviously more unwieldy, only able to attack things directly in front of the vehicle.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Wrecker===&lt;br /&gt;
[[File:Wrecker.jpg|200px|right|thumb|Wrecker]]&lt;br /&gt;
&lt;br /&gt;
A Wrecker (AKA the Wrecking Ball) is a large metal ball attached to an Ork combat walker&#039;s weapon arm with a chain. Think of it as a [[Basic Close Combat Weapons#Flail|Flail]] on a much larger scale. These weapons are used to crush buildings and other obstacles to rubble, allowing the Ork forces to move across the terrain easier. Wreckers can be used by both Killa Kans, Deff Dreads and sturdy/powerful Trukks, but are mostly found within urban combat zones. &lt;br /&gt;
&lt;br /&gt;
On tabletop, the Wrecker is a weapon that gives S+1 and AP-1 for a whopping 3 points. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one anyway. At 3 points a pop, throwing them onto any Trukks you&#039;re running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent&#039;s shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armor save to a 4+. If you charge a Dreadnought, don&#039;t expect the Trukk to survive the &#039;Dread&#039;s turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot.&lt;br /&gt;
&lt;br /&gt;
Back in the day, Wrecker Balls as they were called were a popular weapon on [[Gorkamorka]], capable of smacking into an enemy buggy and sending boyz flying from the wreckage. One of the orks riding on the vehicle had to actually take the time to man (er, ork) the controls for the swinging death ball, and on a bad roll the mass of metal could swing back around and crush it&#039;s own vehicle.&lt;br /&gt;
&lt;br /&gt;
===Spiked Ram===&lt;br /&gt;
[[File:Spiked_Ram.JPG|200px|right|thumb|Spiked Ram]]&lt;br /&gt;
&lt;br /&gt;
The simplest weapon that can be fitted to an Ork vehicle, being a couple of sharp metal spikes or even [[Squiggoth]] horns, attached to the front of the vehicle to use its momentum as a makeshift [[Siege_Weapons#Battering_Ram|Battering Ram]]. &lt;br /&gt;
&lt;br /&gt;
Previously known as the Reinforced Ram and available to any Ork vehicle as an upgrade, it&#039;s now only available as a Special Rule for the [[Kustom Boosta-Blasta]] and Megatrakk Scrapjet, letting them throw out a couple of d3 Mortal Wounds against some guys in base contact on a roll of 4+ (1&amp;quot; range, so basically base contact). &lt;br /&gt;
&lt;br /&gt;
It&#039;s more of a tertiary and back-up weapon, as such, only use it for close combat if you are doing so to primarily shut off that unit&#039;s shooting, then hopefully you do a couple of wounds in addition.&lt;br /&gt;
&lt;br /&gt;
===Deffrolla===&lt;br /&gt;
[[File:Death_Rolla.JPG|200px|right|thumb|Deffrolla]]&lt;br /&gt;
{{Topquote|[[Meme|ROODO ROOLAA DA!]]|[[JoJo&#039;s Bizarre Adventure|Dio, the first person to coin such a term.]]}}&lt;br /&gt;
The Deffrolla (also spelt Dethrolla or Deathrolla) is a large metal rolling pin with an assortment of spikes sticking out of it, a simple weapon but effective. Usually fitted to the front of some [[Junka#Mekboy_Junka|Junka]]s, [[Battlewagon]]s, [[Battlefortress#Deathrolla|Battlefortress]]es, and even [[Stompa#Goff_Rock-an-Rolla|Stompa]]s as an alternative to a Reinforced Ram, but in [[Epic]] was also the defining trait of [[Bonebreaka]]s and [[Bonecruncha]]s.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Deffrolla turns a regular vehicle that might not do so well in close combat into a melee monster, making them hit on 2+ at AP-2 and D2 with their full number of Attacks. A Bonebreaka gets extra mileage out of it, hooking it up to whole load of extra gubbinz to milk an extra D6 Attacks on top of that on the charge.&lt;br /&gt;
&lt;br /&gt;
===Grabbin&#039; Klaw===&lt;br /&gt;
[[File:Grabbin_Klaw.JPG|200px|right|thumb|Grabbin&#039; Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Grabbin&#039; Klaw is a miniature Rippa Klaw with only two blades, that can be mounted on vehicles or buildings such as [[Trukk]]s, [[Battlewagon]]s, and [[Mekboy Workshop]]s to give them a little extra [[Choppa|choppiness]], whilst a [[Gutrippa]] dual-wields a pair of them as its primary armament like a wheeled [[Deff Dred]]. Despite this, it is dual-purpose like most Ork technology and could also double mainly as a lifting arm to help [[Looted|recover]] damaged vehicles.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it a giant weaponised claw machine. &lt;br /&gt;
&lt;br /&gt;
Like its big brother, the Grabbin&#039; Klaw has AP-3 to shear through tough armour, but due to its smaller size only deals D3 Damage instead of D6, and because of it being on an awkward turret rather than an arm, you only get one good swing with it at the vehicles normal WS during an Assault, meaning all your vehicles&#039; other Attacks have to go into ramming.&lt;br /&gt;
&lt;br /&gt;
===Kill Saw===&lt;br /&gt;
[[File:Kill_Saw.PNG|200px|right|thumb|Kill Saw]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the much smaller Killsaw]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The annoyingly named Kill Saw is the Killsaw&#039;s and Buzz Saw&#039;s dad and is possibly one of the most confusing names ever thought out by GW. [[FAIL|When the only way to differentiate between two different classes of weapons is a space between two words, you know you done fucked up.]]&lt;br /&gt;
&lt;br /&gt;
Kill Saws are massive saw-blades that are used by Ork Mega-Dreads and Kustom Meka-Dreads. The pilots of these walkers love seeing them rip through even the strongest of enemy armor. These saw weapons are much larger than the ones found on the smaller Deff Dreads and Killa Kans. &lt;br /&gt;
&lt;br /&gt;
On tabletop, the Kill Saw was a powerful melee and shred weapon. At Strength 10 and AP 2, this monster goes well with the Rippa Klaw at absolutely eviscerating enemy armor and infantry alike. If you have two Kill Saws, you can add +1 attack, you know, so that you can Rip and Tear fully.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Rippa Klaw===&lt;br /&gt;
[[File:99590103074_OrkRippaKlawArm02.jpg|200px|right|thumb|Rippa Klaw]]&lt;br /&gt;
&lt;br /&gt;
Not specified to be a [[Power Weapon]]. Rippa Klaws are gigantic shear-bladed pincers that are capable of ripping open heavy armor with extreme ease. &lt;br /&gt;
&lt;br /&gt;
Rippa Klaws feature a large pincer with three blades that can grab and crush enemy units. These massive weapons are used by both Mega-Dreads and Kustom Meka-Dreads. Because they are not stated to be a power weapon like the Power Klaw, it can be said that the majority of its cutting power comes from pure hydraulic pressure powered from multiple pneumatic pumps. They are seen as one of the pinnacle of maximum [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
In 7th edition, the Rippa Klaw was the go-to Close Combat Weapon for the Mega-Dread due to its high Strength and AP value. It is able to handle most vehicles and infantry by itself and is a deadly weapon on its own.  &lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Rippa Klaw is a weapon that can attack 5 times, each attack has a AP of -3 with S x2 and dealing D6 Damage. If your Mega-Dread is equipped with two of these bad boys, he would have the [[RIP AND TEAR|Rip n&#039; Tear]] ability, which increase the attack characteristics by 1.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Stompa Klaw===&lt;br /&gt;
[[File:99590103080_OrkStompaClawArm01.jpg|right|thumb|200px|right|thumb|Stompa Klaw]]&lt;br /&gt;
&lt;br /&gt;
Basically the Rippa Klaw&#039;s badass uncle. Stompa Klaws are giant Rippa Klaws meant to rip apart enemy Titans up close. Like the Rippa Klaws, the Stompa Klaw may not be a Power Weapon but a weapon where the majority of its cutting power comes from pure hydraulic pressure powered from multiple pneumatic pumps. They maybe more flexible and versatile than the Mega-Choppa, able to both crush and grab things at a whim before throwing it at a group of blobs. &lt;br /&gt;
&lt;br /&gt;
Meks sometimes deploy these giant Rippa Klaws to rend enemy war machines apart at close quarters – all the better to claim the choicest scrap for future projekts.  They are seen as one of the pinnacle of maximum [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
These weapons can be equipped with giant Buzz Saws to further aid in its cutting power.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there isn&#039;t any rules for the Stompa Klaw despite the fact that fucking [[Forgeworld]] [[Derp|already has the model up and ready.]] You would think that there should be rules for this weapon right? But nope! GW is lazy like that.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Krusha Ball===&lt;br /&gt;
[[File:Krusha_Ball.jpg|200px|right|thumb|Krusha Ball]]&lt;br /&gt;
&lt;br /&gt;
The Wrecker&#039;s grandaddy and a Flail grown to truly Titanic sizes. &lt;br /&gt;
&lt;br /&gt;
Some Stompas feature an unusual weapon, known as the Krusha Ball, a huge chunk of scrap metal on a chain, which is mounted on a Stompa&#039;s arm in place of the regular close combat weapon. Its swings cause immense devastation, krushing everything in its path: soldiers, vehicles, buildings and terrain. Like the smaller Wrecker, it is designed to demolish fortifications and buildings. &lt;br /&gt;
&lt;br /&gt;
Krusha Balls are thus, extremely unwieldy and difficult to use, just like a Flail. The large and heavy metal ball is powerful enough to crumple even the tough armor of Titans and Superheavies, whilst being flexible and chaotic enough to be unpredictable and strike on odd angles, hitting weak/blind spots. However, it is not without its risks. If the backswing is too much, [[FAIL|it will smash back into the Stompa, causing immense damage to the Stompa itself.]]&lt;br /&gt;
&lt;br /&gt;
Back in the oldschool tabletop days, trying to use the Krusha Ball was a [[FAIL|over complicated trainwreck.]] Unless you&#039;re a genius at math, this thing took way too much time and effort to even &#039;&#039;judge&#039;&#039; if it hits anything. If you actually want to know the details, please continue to read below.&lt;br /&gt;
&lt;br /&gt;
Specifically, the Krusha Ball is a Titan melee weapon that replaces the standard close combat weapon the Stompa is armed with (Mega-Choppa). If the Stompa is not otherwise engaged in close combat, the hefty Krusha Ball can be swung in a vast sweeping arc of destruction. Nominate a direction (It is convenient to mark this with a Scatter dice) and roll 2D6. [[What|This is the number of inches in which the path of devastation travels (Whatever the fuck that means).]] Assume the path is 2&amp;quot; wide and measure directly below the position of your Krusha Ball. Any model in its path takes a single destroyer hit, although a infantry or jump infantry may take an Initiative test to avoid the blow. On a roll of a double 1 the backswing is too much and the Stompa itself takes a single destroyer hit in addition to any targets within 2&amp;quot; arc. &lt;br /&gt;
&lt;br /&gt;
Any terrain touched by the weapon is removed and replaced with rubble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Krusha===&lt;br /&gt;
[[File:Krusha_Arms.JPG|200px|right|thumb|Krusha]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the similarly named Krusha Ball or the]] [[Chain Weapon#Crusha|Crusha]] [[Rage|(Seriously, what the fuck was GW thinking in using multiple weapons with similiar-as-fuck names!?)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ork Mega-Gargants feature weapons so big they dwarf even Mega-Choppas. Known as Krushas these are one of the biggest and most deadly close combat weapons in the Galaxy. Krushas are immense Rippa Klaws that can rip apart the limbs of even Emperor Titans. Through sheer power alone, a Krusha can use its immense hydraulic presses and pneumatic pumps to crush the centimeters thick reinforced ceramite platings of Titans with contemporary ease.&lt;br /&gt;
&lt;br /&gt;
The main downside however, is that Krusha&#039;s are large and expensive weapons that is only effective in really close range. These ranges put the weapon at a disadvantage when a Emperor Titan would gun the Gargant down before it even reaches. [[Anal circumference|But when it does reach, than gigantic assholes will be opened up and penetrated.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Krusha.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Genestealer Cult==&lt;br /&gt;
&lt;br /&gt;
Most Genestealer Cultists use stolen Imperial mining equipment as weapons. But sometimes they are craftier enough to develop certain weapons unique to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
===Toxin Injector===&lt;br /&gt;
[[File:Toxin_Injector.JPG|200px|right|thumb|Toxin Injector]]&lt;br /&gt;
&lt;br /&gt;
The nastier cousin of the Neuro Gauntlet.&lt;br /&gt;
&lt;br /&gt;
The Toxin Injector is a type of poisonous weapon used by the [[Genestealer Primus]]. The tubes of a toxin injector coat a Primus’ claws in deadly poisons – a mere scratch from such a talon can quickly prove fatal.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Toxin Injectors are the Default Primus close quarters combat weapon; a venomous Rending Claw, it always performs better than the Bonesword the Primus carry, so always use the Toxin Injector&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TI2.JPG|The model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Atrophied Blade===&lt;br /&gt;
[[File:Atrophied_Blade.JPG|200px|right|thumb|Atrophied Blade]]&lt;br /&gt;
The Atrophied Blade or otherwise known as the Bio-Dagger, is a strange, &#039;&#039;strange&#039;&#039; weapon used by the [[Sanctus]]. On the surface, it looks like any normal [[Basic Close Combat Weapons#Combat Knife|Combat Knife]] with its own Genestealer decal. However, its function and construction is entirely unique all to itself. It is neither a [[Power Weapon]] nor is it a poisoned weapon. It is more accurate to say that it is a [[Wat|mindrape dagger]] or more accurately, some sort of [[Force weapon|Force Weapon]] that does not actually require the user to be a [[Psyker]] for it to function.&lt;br /&gt;
&lt;br /&gt;
These blades are grown in a genesis pool that contains the [[Lolwut|liquefied essence of slain cultists and imbued with alien biomatter.]] Non-indoctrinates beings struck with these weapons are overcome with agony as a million voices explode inside their minds, often dropping dead on the spot.&lt;br /&gt;
&lt;br /&gt;
===Scrambler Array===&lt;br /&gt;
[[File:Scrambler_Array_1.JPG|200px|right|thumb|Scrambler Array]]&lt;br /&gt;
A very interesting piece of Genestealer machinery. The Scrambler Array is a custom-built Vox interceptor array which allows them to hack into enemy broadcasts and send their own message across it. They are also able to intercept signals and learn enemy troop movements and tactical dispositions. These machines have been nicknamed the DJ Record Player for &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;obvious reasons&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt;. With some in /tg/ joking that the [[Clamavus]] disrupts Imperial communications by dropping some sick beats and dubstep.&lt;br /&gt;
&lt;br /&gt;
The Scrambler Array is often paired with a [[Proclamaitor Hailer|Proclamaitor Hailer]] which is essentially a giant microphone integrated to the suit; used by the Clamavus to both spread the word and cause a powerful psychic resonance of the Cult&#039;s Patriarch to make [[Psyker|Psykers]] go all [[Squad Broken]]. In this aspect, the Scrambler Array and the Proclamator Hailer are both interdependent of one another, often acting as a single tool in function.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Scrambler Array can keep you safe from enemy deepstrikes within 12&amp;quot; of this model and melts the face of your enemies via rolling a D6 for each enemy unit within 6&amp;quot; of any Clamavus; on a 6 that enemy unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Neurotraumal Rod===&lt;br /&gt;
&lt;br /&gt;
[[File:Rod_of_Office.JPG|200px|right|thumb|Neurotraumal Rod]]&lt;br /&gt;
&lt;br /&gt;
The Neurotraumal Rod AKA the Beating Stick or the Beating Cane. &lt;br /&gt;
&lt;br /&gt;
The Neurotraumal Rod is the primary weapon for the [[Genestealer Locus]]. Although not the primary offensive weapon per se (That would go to the twin blades and the assortment of bio-weapons including the stinger tail being hidden beneath his robes), it is still able to disrupt enemy units around the Locus.&lt;br /&gt;
&lt;br /&gt;
The Neurotraumal Rod houses a complex neurological transmitter crafted for them by their [[Genestealer Magus|Magus]] and [[Clamavus]]. It sends out destabilizing frequencies designed to upset synapses and thought waves. This goes in extra handy when it comes to &amp;quot;negotiations&amp;quot; with a particular powerful person such as a [[Ministorum Priest|Cardinal]] or [[Inquisitor]], the Locus&#039; accompanying it will send out waves of mental disruption that induces [[Rape|brain-spasms, migraines, and harrowing visions in its victims.]]&lt;br /&gt;
&lt;br /&gt;
===Injector Goad===&lt;br /&gt;
[[File:Injector_Goad.jpg|200px|right|thumb|Injector Goad]]&lt;br /&gt;
&lt;br /&gt;
A strange and weird staff-sized syringe wielded only by the [[Biophagus]] of the [[Genestealer Cult]]. The Injector Goad is perhaps one of the strangest and bizarre weapons within the Genestealer&#039;s armory, this is thanked in the way this weapon functions. As it is a goad, the weapon&#039;s main function is to catch and restrain a target around its neck or torso, however it also has a third function which is to obviously inject whatever viral Tyranid venom and artificial toxins into the victim once he/she is restrained. &lt;br /&gt;
&lt;br /&gt;
With the four huge syringes, the Injector Goad is not a pretty weapon to die to, especially if it gets you in the neck area. The venom and toxins are connected to a pipe which is than attached to the backpack apparatus which house the majority of its ammunition. The trigger mechanism can be found lower at the weapon&#039;s grip similiar to the Guardian Spears of the Custodes. &lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Injector Goad is a weapon that can cause some mortal wounds and always wounds non-vehicles on a 2+ with D3 damage. A pretty nasty weapon especially for a unit that is the Genestealer equivalent of a [[Apothecary]]/[[Haemonculus]].&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Necrons==&lt;br /&gt;
&lt;br /&gt;
The [[Necrons]] possess highly advance close combat weapons made out of exotic materials such as [[Necrodermis]] for example.&lt;br /&gt;
&lt;br /&gt;
===Monomolecular Proboscis===&lt;br /&gt;
[[File:MonoProb.jpg|200px|right|thumb|Monomolecular Proboscis]]&lt;br /&gt;
A very &#039;&#039;weird&#039;&#039; &#039;weapon&#039;. The Monomolecular Proboscis is the primary equipment used by [[Canoptek Plasmacyte|Necron Plasmacytes.]] &lt;br /&gt;
&lt;br /&gt;
Though fairly harmless by itself, the weapon can inject nearby Necron Destroyer Cultists with a chemical that enhances their nihilistic rage. Why the Necrons decided [[Derp|&#039;&#039;&#039;&#039;&#039;THAT&#039;&#039;&#039;&#039;&#039; was a good idea,]] we have no idea. To give you some context, [[Wat|it would be like the equivelent of the Imperial Guard injecting Space Marines with Nurgle&#039;s Rot.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, during a fight phase, roll a d6, with a 1 killing a Destroyer model. Regardless of roll, For the rest of the phase, the entire unit has +1 to strength and attacks, which makes you way scarier to fight. Considering the risk, you seriously should not be taking this lightly.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Scythed Limbs===&lt;br /&gt;
[[File:Scythed_Limbs.JPG|200px|right|thumb|Scythed Limbs]]&lt;br /&gt;
The little fiddler to the Flensing Claws.&lt;br /&gt;
&lt;br /&gt;
Scythed Limbs are the primary close combat armenent of the [[Cryptothralls]]. These...well...Scythed Limbs, are made from sharpened [[Necrodermis]] and other exotic materials to create a sharp blade that could regenerate any wear and tear from repeated use.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Scythed Limbs are Strength 5, -1 AP and 1 Damage. Seeing as how Cryptothralls have 3 attacks each for a total of 6 in a pair, they are a much more effective weapon in butchering GEQs, although MEQs are able to tank the attacks.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Flensing Claw===&lt;br /&gt;
{{topquote|And I... JACK! The pumpkin king, have grown so tired of the same old thing...|The Nightmare Before Christmas}}&lt;br /&gt;
[[File:Flensing_Claw.JPG|200px|right|thumb|Flensing Claw]]&lt;br /&gt;
The primary weapon of both the [[Skorpekh Lord]] and [[Flayed Ones]]. These are the Scythed Limbs bigger brothers and are used, as its name implies, to skin their foes and wear them like a Halloween decoration. &lt;br /&gt;
&lt;br /&gt;
Flensing Claws are incredibly sharp and intricate weapons that are essentially Edward Scissorhands on crack. Necrons with the Flayer Virus often mutate into having these, although those from the Destroyer Cults are known to have one too.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, for the Flayed Ones, they have 3 attacks each with a ap-1 on all of their attacks. In addition, they also subtract 2 from the Leadership of any enemy unit with 3&amp;quot; of them (pair with the Deceiver&#039;s Cosmic Insanity for a potential massive MW bomb) and they gain an extra hit on a hit roll of 6 against non-vehicle targets. [[FATAL|A unit of 20 can put out 60 attacks hitting on 3+ with exploding attacks, meat blender indeed.]] &lt;br /&gt;
&lt;br /&gt;
For the Skorpekh Lord, it gives him double the attacks at AP-1, which is pretty fucking nasty all round given his number of attacks and strengths.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FCSLord.JPG|Skorpekh Lord&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
These are other strange weapons from other minor factions that are too small to represent individually by themselves.&lt;br /&gt;
&lt;br /&gt;
===Scythian Venom Talon===&lt;br /&gt;
[[File:Venom_Talon.PNG|200px|right|thumb|Scythian Venom Talon]]&lt;br /&gt;
Scythian Venom Talons are weapons used by [[Inquisitors]] of the [[ Ordo Xenos]]. The Scythians are a race of warrior-monks dedicated to their peculiar and complex martial arts. &lt;br /&gt;
&lt;br /&gt;
The dagger-like venom talon is one such tool they are adept at using, able to incapacitate foes with a single scratch. The Ordo Xenos has come across these weapons in alien hands and some Inquisitors choose to wield the daggers themselves.&lt;br /&gt;
&lt;br /&gt;
By its appearance, it looks &#039;&#039;strangely similar&#039;&#039; to that of the [[Dark Eldar]]&#039;s [[Dark Eldar Combat Weapons#Venom Blade|Venom Blade]] in both looks and function. Suggesting an interesting connection.&lt;br /&gt;
[[Category:Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Kislev&amp;diff=504843</id>
		<title>Total War Warhammer/Tactics/Kislev</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Kislev&amp;diff=504843"/>
		<updated>2022-12-30T17:52:27Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE: Undo revision 867029 by 95.90.184.56 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Kislev]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Kislev==&lt;br /&gt;
*[[Memes|Kislev.]]&lt;br /&gt;
*Because you like Humans, but don&#039;t want to debase yourself by playing as one of the feeble westerners (or southerners in this case)&lt;br /&gt;
*You think that premodern Eastern Europe is underused as an inspiration for fantasy stuff.&lt;br /&gt;
*You will likely be playing a more generalist playstyle that leans more into mobile skirmishing and Cavalry.&lt;br /&gt;
*You want an excuse to blast Sabaton while playing in fantasy.&lt;br /&gt;
*&amp;lt;s&amp;gt;[[Furry|FUCKING BEARS!!!!!]]&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|In the name of Tzarina Katarin Bokha, this man has been been sentenced to death for degeneracy, move along citizen.}}&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Kislev always leaned more towards the cavalry side on tabletop and that continues to be the case in TW. With Winged Lancers, Gryphon Legion, Bear Riders and Horse Archers you should have a very wide selection of horsemen to choose from, without the same crippling infantry [[Bretonnian|Bretonnia]] has&lt;br /&gt;
*&#039;&#039;&#039;Flexible Infantry&#039;&#039;&#039;: Many of your ranged units, such as the Ice Guard, have weapons that allow them to fight in melee, similar to Shades and Lothern Sea Guard. This means them getting stuck in melee won&#039;t be too much of an issue as they can actually defend themselves.&lt;br /&gt;
*&#039;&#039;&#039;High Leadership&#039;&#039;&#039;: I guess when Chaos is squatting on your front door nothing really scares you anymore. With high natural leadership and a passive that makes you unbreakable when you&#039;re low it&#039;ll take a lot to get you to run.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: You have plenty of skirmish units that also function decently well in melee. Virtually all of your infantry can shoot and you have a lot of mobile ranged options on top of that.&lt;br /&gt;
*&#039;&#039;&#039;Built for Total War&#039;&#039;&#039;: While they have more of a pedigree then Cathay does as far as canon goes, they have mostly been ignored in the table top game, which means CA has broad latitude in making units for there army in a way other factions didn&#039;t not. See Bretonnia&#039;s limited unit roster for example. As such they have potential to be more balanced then the other factions with no glaring unit type holes.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lower Unit Numbers for Melee Infantry&#039;&#039;&#039;: Unlike the standard 120 unit models of most melee infantry units, your Armoured Kossars only come in units of 90 and your Tzar Guards come in at 80.   &lt;br /&gt;
*&#039;&#039;&#039;Price Tags&#039;&#039;&#039;: Because of the Hybrid nature of a lot of your units, they tend to lean more on the expensive side. Even for units where the hybrid function really isn&#039;t that great (Like, no one gets Armoured Kossars for the pistols). This can bite you when you need to pay extra for a unit that has a bonus function you don&#039;t need when you would probably be paying less for a more specialized unit.&lt;br /&gt;
*&#039;&#039;&#039;Minimal Mount Options&#039;&#039;&#039;: You&#039;d better like horses or bears, because that&#039;s all anyone gets to saddle up on. Unfortunately, unless added in at a later patch or by popular demand, even Katarin is restricted to either a horse or a bear to ride into battle rather than a war sled (aside from her ice-gliding technique). &lt;br /&gt;
*&#039;&#039;&#039;Absent Artillery&#039;&#039;&#039;: Though you do have the Little Grom, which is more than some factions have, you have no other dedicated artillery units. Your rather robust cavalry and missile infantry can compensate somewhat but long range shootouts can and will turn against you if you can&#039;t close the distance.&lt;br /&gt;
*&#039;&#039;&#039;Poor Magic&#039;&#039;&#039;: You only have two magic lores and to be honest neither of them are that great compared to other options. Could be worse, you at least [[Khorne|have magic]] but that won’t be of much help when High Elves and Tzeentch blows up your lines with their brains while your magic just tickles them.&lt;br /&gt;
*&#039;&#039;&#039;No Air Units&#039;&#039;&#039;: This is not going to be a flying faction in any way. You have more than enough missiles to deal with enemy fliers but having to concede the sky means that your opponent has an easier time dictating the fight and choosing their targets compared to you.&lt;br /&gt;
*&#039;&#039;&#039;Harder Campaign&#039;&#039;&#039;: Since you start right on the border of the Chaos Wastes, you&#039;re going to be dealing with a ton of Chaos armies marching your way. This can make the Kislev campaigns pretty tricky as you have so many Daemons and Norscans from the north to deal with. Not to mention the potentially pugnacious Vampire Counts to your south. This is, of course, not even counting the constant Chaos Rifts that utterly swamp the lands all around you. Is it fluffy? Oh absolutely! Will you get sick of the never ending Chaos stacks pounding on your door? Sweet Ursun yes. Your economy will be stretched quite thin as you&#039;re going to need several banner armies just to hold the motherland while Katarin/Kostaltyn venture into the Realms of Chaos. - now that you can build defense buildings to stop rifts opening things are a lot less stressful though. &lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Yeah, this will be safe to assume. The Kislev starting roster is rather light compared to some of the other factions from prior entries (partly because the other TW:W titles only had four starting factions as opposed to TW:W III&#039;s six, and all the unit variants actually serve their own purpose instead of just &amp;quot;oh, here&#039;s the exact same unit but with shields&amp;quot; which caused bloat and partly because Kislev has a lot of units doing two roles at once so no need for a spear AND an archer unit when Kossars do both), so it&#039;s safe to say CA/GW kept some of the list in the back pocket for a cash grab. Get ready to join the very large &amp;quot;We need to fork over extra dough to be relevant in multiplayer&amp;quot; club.&lt;br /&gt;
*&#039;&#039;&#039;Auto-Resolve&#039;&#039;&#039;: some of your best units do terribly in auto-resolve. Ice guard, War bear riders, elemental bears, and light war sleds are some of your best units but they dont actually do very well in auto resolve at all, so you may have to manually fight more. ironically your weaker units like kossars and strelsi seem to auto-resolve better. Your garrisons usually seem to auto resolve fine though.&lt;br /&gt;
&lt;br /&gt;
==Faction traits==&lt;br /&gt;
*&#039;&#039;&#039;By Our Blood&#039;&#039;&#039;: A trait all Kislev units have. When a unit&#039;s health drops below 50%, they become Unbreakable for 30 seconds, once per battle, meaning they can hold out better when they take a lot of damage all at once. May be a more of a double-edged sword, since as mentioned before, you are not that good at soaking up damage and can lead to problems down the road, as one unit fleeing can cause your whole frontline to collapse once the buff runs out - it will just take a bit longer. That said, three daemon factions and Ogres are good at dealing a lot of damage via charges, magic, or both so it may also help a lot.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Tzarina Katarin]]&#039;&#039;&#039;: The new Tzarina after daddy went MIA fighting Chaos. She&#039;s a mage lord character with access to the Lore of Ice and a bound spell from her sword. She is faster than other infantry lords thanks to her ability to ice-surf over the map. She has surprisingly good combat stats for a mage, though her lack of armor and AP means you shouldn&#039;t throw her against dedicated combat characters (her AP is actually fine once she is on a bear mount, still not a melee powerhouse of course). In lore, she had a horse and sled mount, but in game the sled mount was replaced with a bear due to [[Nurgle|Nurgle&#039;s centennial party]], so we can hope it may appear later. She has unique skills to boost melee defense of ice guard, reduce casting cost, and some good unique items, and a large reduction in spell cooldowns.&lt;br /&gt;
**Campaign-wise, she buffs Snow Leopards and provides an upkeep reduction for Ice Guards (to the point it&#039;s pretty easy to have them reach an upkeep even lower than basic Kossars&#039;), and starts in Kislev. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kostaltyn]], Supreme Patriarch of The Great Orthodoxy&#039;&#039;&#039;: This greased up Rasputin looking mother fucker is a new character likely created by CA and GW in order to help flesh out Kislev&#039;s roster. Supreme Patriarch of the Cult of Ursun and leader of the Great Orthodoxy, basically Kislev&#039;s Volkmar. His lore stresses he&#039;s &#039;&#039;very&#039;&#039; hard to kill, being stabbed twice but kept on fighting, and his abilities reflect that. He has the four Patriarch prayer abilities as well as regen and a couple of abilities that buff nearby troops even more, one of which only works when their health is low . He&#039;s not a fan of his Tzarina and in his SP campaign he tries to usurp her as the true leader of Kislev.&lt;br /&gt;
**In the campaign, he starts north of Erengrad. His army has drastically reduced recruitment costs, to the point that you can get some units for free. They&#039;re still expensive to maintain as a standing army, so you&#039;ll be disbanding and raising units pretty often&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Boris Ursus]]&#039;&#039;&#039;: Unlocked by holding the major cities of Kislev for 10 straight turns and winning a quest battle. Your super-heavy melee lord, Boris rides his unique bear mount Urskin and wields a halberd. He has anti large, an AoE damage ability, and a host of buffs for himself and other nearby units, many of them activated as his health gets low. Boris is designed to get into the thick of things and hold the line forever, with By Our Blood making him especially difficult to get rid of. As fearsome as his combat stats can get he&#039;s still not going to be beating Skarbrand in a duel. Put him in a death star where he can support other units and his toughness and decent damage output will make the enemy think twice about trying to assassinate him. &lt;br /&gt;
**In the campaign, he provides buffs and upkeep reduction to War Bear Riders and Elemental Bears in his army, which will most likely be your core in the late-game. Map-wise, he starts out in the Dark Lands East of Kislev, surrounded by Ogres and Orcs, both of which are bad matchups for you until you tech-up. However it has tons of empty territory and no major rivals so you can pull a Cathay and build a giant land base relatively safely. At least, that is, until the Dawi Zharr arrive.&lt;br /&gt;
&lt;br /&gt;
Unfortunately his campaign must have been tagged on at the last second because you lose access to the later half of kislev’s tech tree unless you capture all 3 of the major cities. And they also have a number of very helpful full unique buildings with buffs. Even having an alliance with the ice court or patriarch does not count. So unless you willing to leave the mountains and move start to kislev you actually get really screwed over. Hope to god they patch it.---- they patched it, now you can count as holding the cities as long as an ally/vassal does, but unfortunately you wont benefit from their unique buildings still.&lt;br /&gt;
&lt;br /&gt;
===Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Boyar]]&#039;&#039;&#039;: Your pure melee lord with a horse and bear mount. They will primarily act as a Budget Boris and provide a solid melee combat character to support your main army. He uses double axes and gets bonus vs infantry but doesn&#039;t have majority AP damage until you mount him on a war bear. A decent but slightly unexceptional melee lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ice Witch]]&#039;&#039;&#039;: Magic Lord for Kislev, with the lores of Ice and Tempest. Has a bound AoE damage spell as well as a Snow Leopard summon. Can ride a horse or a bear. The Ice court training mechanic in campaign gives 3 potentially good but semi-random traits with each recruitment, these can be very strong, things like plus 8 melee attack to ice guard, or 15% less upkeep for infantry or cavalry. From a campaign standpoint these have more potential than regular boyars in terms of army buffs and cost efficiency, not to say boyars are necessarily bad.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Patriarch&#039;&#039;&#039;: Kislevite warrior priest of the Great Orthodoxy. This chad rides a bear and can cast four miracles, one each for the gods Ursun, Dazh, Tor, and Salyak. These buffs affect nearby units and buff charge bonus/leadership, vigour, melee attack, and provide a heal respectively. These guys are your only source of healing so they&#039;re pretty valuable. While his mount means he&#039;s decent in melee he has low armor and like his Empire counterpart he&#039;s primarily a support character that will lose to dedicated duelists. The healing prayer option is kislevs only access to non item-based healing so you may wish to favor that. Kostaltyn&#039;s subfaction gives these 20% ward save in an army. You can definitely doomstack them. It’s very strong. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frost Maiden &#039;&#039;&#039;: Hero version of the Ice Witch. Has the same magic and same mounts at a cheaper cost, so she is surprisingly decent in melee for a mage character but nothing spectacular.In campaign they are recruited with a special mechanic called The Ice Court where you train them over multiple turns and get to customize them with choices of traits. Some are pretty good, my personal favorite gives plus 8 melee attack to ice guard, and STACKS with multiple in an army.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Armoured Kossars&#039;&#039;&#039;: An armored infantry choice featuring an axe and board variant and a great weapon variant. They trade out the bow for a pistol that allows them to fire off a shot or two before combat is joined, which can help them weaken an enemy before the main engagement begins. Will be your go-to front line for much of the mid game and especially in multiplayer where they&#039;re very cost effective.&lt;br /&gt;
**Learn to gitgud by using Chevrons [[File:Warhammer skaven tutorial.jpg|Chevrons]]. &lt;br /&gt;
*&#039;&#039;&#039;Tzar Guard&#039;&#039;&#039;: The elite infantry line for Kislev, the bodyguards of the Tzar wearing thick snazzy fur cloaks. These guys are Kislev&#039;s only pure melee infantry. Have a sword and board and greatsword variant. If you use all the potential buffs you can stack onto ice guard I find these to become semi-obsolete in campaign, they only really have the advantage in armor and shielding compared to ice guard and that isn&#039;t usually relevant when fighting demons who bring tons of AP and few missiles.&lt;br /&gt;
**&#039;&#039;&#039;Dazh&#039;s [[Hearthguard|Hearth-Guard]]&#039;&#039;&#039; - Greatweapon Tzar Guard with Flaming Attacks, which helps fill that niche against Nurgle, or rather make nurgles time fighting you even more miserable than it was before. Also have some utility against Tzeentch owing to their Fire Resist. Unrelated to the Squat unit of the same name.&lt;br /&gt;
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===Hybrid missile units===&lt;br /&gt;
*&#039;&#039;&#039;[[Kossars]]&#039;&#039;&#039;: Bow and axe unit, early game troops which with their decent melee stats can fend for themselves to some degree unlike most other archers. Running light cavalry into these guys may cost you more horsemen than you might have initially bargained for, especially if they&#039;re the Kossar with Spears variant which actively have anti-large. They are also your cheapest infantry unit meaning in the early game and probably multiplayer they will fill the role as your front line.&lt;br /&gt;
**Kossars are, for better or for worse, your bread and butter unit and will see use all throughout the game, so you best get used to them and what they can do. If you&#039;ve ever gone overboard with the Lothern Sea Guard and made them your entire army, then you&#039;ll know that Bowmen with spears are no substitute for actual spearmen. With By Our Blood, they&#039;re good speedbumps to prevent the enemy assault from flooding your lines, and unlike Armored Kossars, their ranged weapons can arc  making them useful even after they retreat to the second line.&lt;br /&gt;
*&#039;&#039;&#039;Streltsi&#039;&#039;&#039;: Their weapon is a gun that is also an axe. A mid tier missile unit with armor piercing in melee and at range. Again, like a handgunner that can fend for it self a bit in melee. These guys are going to be most useful against heavily armoured factions (Dwarfs, Khorne, Warriors of Chaos) but against more lightly armored factions there really is no point (Skaven, Wood Elves, Beastmen.) Absolutely useless against Tzeentch as daemonic projectiles ignore their armor and barrier is not affected by their armor-piercing ammo. These are kind of a mixed bag in campaign, they cost as much as ice guard (after building discounts) which are usually a lot more useful vs demons. They do auto resolve well though. The lack of indirect fire and WH 3 issues with ranged unit targeting can make them frustrating to use, and a lot of the time their AP damage is wasted versus demons, they do a good job of killing soul grinders at least.&lt;br /&gt;
**These guys will mow down infantry like it&#039;s the End Times and make a better gunline than Armored Kossars; when melee is joined, the rear ranks will still fire their guns into melee, but this unit will fold against Monsters and Cavalry. &lt;br /&gt;
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*&#039;&#039;&#039;[[Ice Guard]]&#039;&#039;&#039;: These ladies are what happens when a Sister of Avelorn and a Lothern Sea Guard have a baby, only it came out human somehow. Wielding magical weapons that deal frostbite, each comes with a bow, and either a dual sword variant for fighting infantry or a glaive for cavalry and monsters. They are decent on the counter attack abd will take models down with them, but don&#039;t leave them in combat for too long, as they&#039;re relatively squishy by Kislevite standards. One of the random Ice witch traits can give you plus 8 melee attack, and stacks with multiple witches. The sword variant has better melee attack and anti infantry but poor AP. The glaive variant has better melee defense, anti-large, charge defense vs large, and most importantly armor piecing. Personally I only use the Glaive variant plus 2-3 frost witches with the boosting trait to make them into possibly the most versatile and powerful hybrid unit in the game. They will end up with sky high melee attack and defense, powerful ranged fire power and AP in melee. &lt;br /&gt;
**Their weapons deal magic damage and frostbite, and their missiles arc over your front line. Their best use is focus firing on monsters that would give your infantry a hard time, especially since slower speed = less charge. With magic damage and relatively low AP they are top notch daemon-hunters, countering the physical resistance and low armor daemons generally have. Improve their missiles with Tempest Magic and watch them delete Lords of Change. Use ice sheet, their inherent frostbite, and the tempest lore attribute to slow enemies to a crawl and get more shooting time.  Try to only have them shoot lightly armored targets first, they have AP in melee to handle armored enemies (the glaives at least).&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
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*&#039;&#039;&#039;Horse archers&#039;&#039;&#039;: Fast skirmishing cavalry. Though fragile they have decent melee offense, so as long as you don&#039;t get hit they can charge on occasion. By Our Blood means that if you do have to charge them into melee they&#039;ll probably fight to the last man.&lt;br /&gt;
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*&#039;&#039;&#039;Kossovite Dervishes&#039;&#039;&#039;: Your quintessential light cavalry unit with high speed and Vanguard Deployment. A cheaper option than Winged Lancers or Gryphon Legionnaires but squishy as hell. Be careful with the situations you throw them into. They&#039;re ideal for running down enemy archers and war machines, but if they tangle with anything tougher the By Our Blood trait means you may lose all of them as they refuse to retreat. &lt;br /&gt;
**Don&#039;t ask me why they&#039;re called Dervishes when this is an Eastern European themed faction not an [[Araby|Islamic one]] (also noteworthy is that at least in some maps Araby have a region called &amp;quot;The Land of Dervishes&amp;quot;), true Russia proper does go that far South but not Kislev. This is especially silly when you realise with terms like &#039;&#039;Hussar&#039;&#039; and &#039;&#039;Uhlan&#039;&#039;, GW/CA had no scarcity of other names to use.&lt;br /&gt;
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*&#039;&#039;&#039;[[Winged Lancers]]&#039;&#039;&#039;: The Winged Hussars have arrived! ...And they&#039;re a mid tier cavalry unit. With anti-infantry and high charge bonus they are typical cycle charger shock cavalry. Charge in, get back, repeated. Their defining trait is that they are very fast and have Cause Fear  representing how they caused a panic check on the table top during a flank charge.&lt;br /&gt;
**The Winged Lancers and Gryphon Legion are both dedicated anti-infantry, though changes in charge mechanics mean that if you charge a braced enemy head-on you will do nothing but get hurt in return for your stupidity. And don&#039;t charge other cavalry, just don&#039;t. That&#039;s what War Bears are for.&lt;br /&gt;
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*&#039;&#039;&#039;[[Gryphon Legion]]&#039;&#039;&#039;: An elite group of Winged Lancers who act mostly as mercenaries but are sworn to show up when the Tzar/ina calls for their aid. They&#039;re not a RoR but are instead &amp;quot;the same unit but better&amp;quot; in the same vein as Reiksguard are to Empire Knights. With Fear and high speed they&#039;re very good at their jobs, but still pretty fragile compared to heavy cav from other armies.&lt;br /&gt;
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*&#039;&#039;&#039;War Bear Riders&#039;&#039;&#039;: The Sons of Ursun are here to kick and then eat some ass. Good stats, good armor, anti-large, and armor piercing means they are anti-large cavalry experts. Just as fast as the Gryphon Legion, with only slightly less armor and charge. They are, however, unshielded. Another good doomstack option, especially if playing Boris with his -50% upkeep for them. &lt;br /&gt;
**&#039;&#039;&#039;Oath-Brothers of Tor&#039;&#039;&#039;: These guys have magic attacks and a special activated ability that bombards the area around them with lightning, blinding any enemies in the radius. They&#039;re very flexible, with the magic attacks making them good against any daemon units and the lightning bombardment helping them escape from the infantry grind after a rear charge. The blinded effect of the bombardment also serves to debuff any ranged units they get into, so they&#039;re also excellent for riding roughshod over the enemy back line. Just remember you get limited uses of the bombardment, so time it carefully.&lt;br /&gt;
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===Chariot===&lt;br /&gt;
*&#039;&#039;&#039;Light War Sled&#039;&#039;&#039;: Benefits greatly from the reworked Charge and War Wagon mechanics, the Light War Sled is a chariot first, gunpowder unit second. They are quite fast, and shoot both on the move or in combat, but as chariots, you shouldn&#039;t leave them in melee and you should pick your targets properly: ranged units, unbraced infantry, or thin, stretched out gunlines should be your targets of opportunity to make the most use of their collision attacks. These are faster than most heavy cav and as fast as a lot of light cav, you can put them in skirmish to wear down armored units before switching to melee. they are actually quite cheap and ice witch lords can get a trait for -30% upkeep on all war-sleds.&lt;br /&gt;
**Compared to the Heavier version, this one has less armor and charge, but is much faster. Everything else is the same, so you should probably pick this one instead: the speed helps it escape melee that makes the additional armor a moot point&lt;br /&gt;
*&#039;&#039;&#039;Heavy War Sled&#039;&#039;&#039;: Better armor, pulled by Polar Bears, and have stronger &amp;quot;collision attacks&amp;quot; which are special animations that disrupt models more than regular charging.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Snow Leopard&#039;&#039;&#039;: A single entity monster that is very fast and very good at killing large enemies. Has anti-large and frostbite but almost zero armor. Functions best as a support unit, designed to bog down enemy cavalry/monsters so that your slower and heavier troops can catch up and put on the hurt. Good at sniping enemy artillery, particularly monstrous artillery, and decent at fighting chariots. Do not expect it to fight anything like a stegadon or soul grinder though; these things are as fragile as an icicle. &lt;br /&gt;
**Your witches can summon Snow Leopards mid-battle and with skill upgrades improve their attack and strength stats. Basically single-entity Norscan Ice Wolves with anti-Large, Katarin can give them Stalk, but you also probably won&#039;t take them after you can get Ice Guard.&lt;br /&gt;
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*&#039;&#039;&#039;Elemental Bear&#039;&#039;&#039;: A massive, unbreakable bear made of ice, stone and the will of Kislev’s people. It is more is capable of throwing hands (paws?) with any greater demon. It has a breath attack to accent its melee power. These guys are slow and tough but very vulnerable to ranged fire. However their massive health pool means that if the enemy doesn&#039;t bring the tools to get rid of them they might lose from army losses before the Bear goes down.&lt;br /&gt;
**&#039;&#039;&#039;The Frozen Heart of Winter&#039;&#039;&#039;: This RoR is mostly identical to the normal Elemental Bear but has a single use cast of &amp;quot;Heart of Winter&amp;quot; from the Lore of Ice. Unlike the regular spell, which can be targeted, this version is centered on the bear and moves along with it for its duration. The slowing effect of the spell, plus the Bear&#039;s regular frostbite attacks, means nothing in melee with it is going to get out of the AoE quickly and will eat a lot of damage. Even if you cast the spell and the Bear isn&#039;t in the best position to deal damage you can still move it--and the spell--towards better targets.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Little Grom&#039;&#039;&#039;: No, they didn&#039;t kidnap Grom and put him on a diet. It&#039;s a giant ass ice mortar pulled by polar bears. Does it get any more Slavic than that? It&#039;s a single model artillery piece with good range and good damage, and it can take care of itself in melee as the bears pulling it get anti-infantry attacks. Appears to be channeling Grom&#039;s spirit however, as it has &#039;collision attacks&#039; dealing additional attacks when colliding with enemies. Better get out of the way of the bear train coming for your ass&lt;br /&gt;
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==Multiplayer Strategies==&lt;br /&gt;
You have two big themes in your roster, aggressive cav and hybrid infantry. Compared to Empire Cav Winged Lancers and Gryphon Legion are faster, harder on the charge, but less durable, meaning they are focused way more on hit and run and not as good in grind fights. Combine that with the fact that most of your infantry double as melee and ranged troops, and you are basically a far more aggressive Empire. However, it requires a lot of finesse to pull off, as your troops, while brave, are hardly durable and will fall apart fast. You &#039;&#039;can&#039;&#039; use Little Grom to play defense, but generally you seem to be better on the attack. Once the game comes out and we have multiplayer experience we will let you know how to gain victory for the Motherland!&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: With their speed and vanguard, beastmen can and will get into melee whether you like it or not. The good news is that you heavily out range them and most of your units are combined arms, and their only missile units that aren&#039;t the Cygor or Centigors with axes is crap. Combined with the Lore of Ice and Tempest, you can slow them down heavily and help even the odds. The bad news is that because of many of them are so fast combined with a huge charge bonus and stalk, your frontline can quickly crumble if they aren’t careful with what they fight, bring Kossars with spears to be your front line, they’ll make a beastmen player think twice before charging his monsters into the frontline. Ice Guard and missile cav are your best bet to bring down a Cygor, and lastly have some Streltsi to turn any Ghorgons, Jabberslythes or Bestigors into ground beef should he bring any.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: This is an interesting one, as you&#039;re both very cavalry focused but in different ways. Bretonnian cav is slower, tougher, and has greater variety. Your cav is faster, hits harder, is more fragile, and has less access to anti-large, aside from bears. Your front line will probably be armored Kossars with shields, who will roll right over Bretonnian infantry. Your back line will probably be Kossars with spears and maybe one or two Ice Guard with glaives to slow down Bretonnian cav with their frostbite ranged attacks. A lot is going to depend on who gets the better cavalry engagements. You really need to charge and not be charged to succeed on this front. A Snow Leopard might be helpful for slowing down enemy knights to set up charges for your Lancers. Consider bringing one unit of War Bear Riders so you have a strong anti-large sweeper to scare off flanking attacks on your archers. Both Lore of Ice and Lore of Tempest have their uses here, either to slow down the Bretonnian knights so they eat more ranged fire or to speed up your own cavalry for those decisive charges. &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;: Ice Guard, Ice Guard, Ice Guard. The DoC roster is huge so it can be difficult to predict what they&#039;ll bring but aside from Khorne most of their units are low armor with physical resistance. Ice guard have low AP but their magical attacks will cut right through that physical resist. They also have magical damage in melee, and combined with their decent melee stats and the option to bring glaives they&#039;re well positioned to deal with summons and monsters pushing into the back line. Consider brining a Lore of Tempest caster to buff up their shooting even more. Skip the Tzar Guard, however, as they&#039;ll still get krumped by Bloodletters and aren&#039;t worth the extra gold. Bring a front line of armored Kossars--By Our Blood should keep them in the fight for long enough. War Bears and Sleds are always good options as well, but just be sure to keep those Ice Court ladies firing.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: The biggest weakness of the Druchii is their staying power. If you can outlast their Murderous Prowess you are very likely to win the battle. By Our Blood should help with that, but the Dark Elves will still outclass you with melee infantry and AP ranged units. The good news is their cavalry is pretty bad and your Horse Archers will outrange their Dark Riders. An emphasis on kiting, with Horse Archers and War Sleds, might help with waiting out Murderous Prowess. Beware of Scourgerunners, however.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: The Dwarfs are a very defensive army, whereas you are something of a hybrid army that can alternate between range-focused defense and cavalry-focused offense. In this matchup you want to pursue the latter. Dwarfen artillery will pound you into the permafrost so you need to get up in their faces ASAP. A Lore of Tempest witch with Swiftwing will help with that. Bring Gryphon Legion over Winged LAncers (they have slightly better AP), as well as War Sleds. Cycle charge the hell out of the Dawi. If you bring ranged infantry, bring Streltsi -- always pick AP where possible. Armoured Kossars are probably your best choice for melee infantry thanks to their shields and pistols, but with all the money you&#039;re sinking into the rest of your army you might have to cheap out on the front line a bit.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: You can&#039;t outgun them but you can outflank them. This battle is going to come down to who wins the cavalry battle. Your bears can hold their own against Demigryphs, your Horse Archers will out-range Pistoliers or Outriders, and your melee cav is faster than theirs. You need to rush the Empire, hitting them hard and fast. If you land the decisive charges this battle will go your way, but if you take the charges the relative fragility of your cavalry will be a problem. Bring a Lore of Tempest witch and make sure you give her Swiftwing, which will let you blitz across the battlefield.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;: Generally the big advantages you have over Cathay are mobility and flexibility. Don&#039;t bother engaging them in a shootout, you aren&#039;t going to win. Instead, take advantage of your cavalry and use them to get into that back line. Dervishes will get there the fastest but if you want something that&#039;ll punch through Jade Lancers the Gryphon Legion or Bear Riders should do the trick. In terms of infantry Cathay will probably go with a ton of halberds to deal with your cav so they probably won&#039;t break through your shielded units too fast and while your shielded Tzar Guard might have a rough fight against Dragon Guard they&#039;ll survive long enough for your horses and bears to mop up the backline and charge them in the rear. The other major problem is that you can&#039;t contest them in the air so your missiles might come under attack from Longma or the Dragon Twins. Streltsi can at the very least put a dent in them at range or in melee and Cathay&#039;s ranged troops will buckle way faster than yours, if you can compromise their Harmony. Your ranged units might get swarmed, but they&#039;ll at least hold long enough to let you win the infantry fight and rally back to help them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: This might actually be a pretty good matchup for you. Greenskins rely a lot on their skirmishers, their monsters, and their Black Orcs. Your faster than normal shock cav, plus your own skirmishers and light cav, can help deal with all those wolf riders and spiders. Lancers will be a good choice due to causing Fear. Thanks to By Our Blood your troops will hold out far longer compared to the poor leadership of the Greenskins, meaning that while you might take a lot of damage in the melee you probably won&#039;t break before they do. Aside from Black Orcs, Greenskins tend to have low armor so you can probably get away with mostly archers here, plus maybe one or two Streltsi to focus down Grimgor&#039;s buddies. Greenskins also struggle against the large monsters of other armies, so a unit of War Bears or even an Elemental Bear (if you can afford it) will be helpful for breaking the back of the Waagh. &lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: The strength of the High Elves lies in their archers and their big flying monsters, while their cavalry is only sort of OK. They will definitely outrange everything except Little Grom (which they can focus down with Bolt Throwers) so you probably want to focus on a more mobile army. War Bears and their anti-large bonus will be very useful for protecting against dragons and phoenixes. Bring Kossars with spears or Ice Guard with glaives for your ranged core, as they can also fend for themselves when the bears aren&#039;t nearby. Focus down the monsters with ranged units and slow them down with Frostbite effects while trying to get your speedy cavalry into their archers.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne| Khorne]]&#039;&#039;&#039;: Khorne is slow, heavily armored, and you do not want him getting into melee at all. As a result it might be best to focus on a very mobile Kislevite army, with lots of Lancers and War Sleds. Back them up with a Witch who has the Lore of Ice to slow Khorne&#039;s forces down even more while your sleds shoot them to pieces. If the Khornates reach your front line then By Our Blood will help you hold for a while but this is not a fight you&#039;re going to win. You better have Little Grom and some Streltsi on hand to shoot through all that Chaos Armor before your infantry breaks, otherwise this is going to be a short match. At least once the front line does break your Streltsi still have AP in melee.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev| Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: This one is probably going to be rough. The Lizardmen are a walking wall of armoured scales that rules at grinding you down slowly while big dinosaurs stomp on your face. By Our Blood will be helpful but the Lizardmen will probably outlast it. Focusing down their dinos with Streltsi will be imperative. They&#039;re a fairly slow army so your cavalry will have an OK time cycle charging them, but the relative fragility of your cav may also mean they&#039;ll break before the lizards do. If nothing else a unit or two of Dervishes to run down Chameleon Skinks will be useful. Consider bringing Little Grom, as unless the Lizardmen bring the regular Stegadon they probably can&#039;t focus your bear-cannon down and it can hold its own against Terradons or Ripperdactyls.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: These guys will be a pain in your neck for most of the SP campaign, so you&#039;ll get a lot of experience fighting them. They work very similarly to the Beastmen so some of the same tactics apply. One difference is you will definitely outrange Norsca. Make the most of this, especially since your hybrid infantry will be more resistant to Norsca&#039;s preferred tactic of swamping your back lines with war hounds and wolves. Streltsi and Ice Guard are your friends here. Just watch out for their anti-large capabilities. If you bring War Bears or Elemental Bears to hold off their mammoths you will need to protect them, otherwise they will get chipped down fast.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;: Nurgle is slow and generally doesn&#039;t have a lot of armor, which is good news for you. All of your archers (mounted or otherwise) will deal decent damage to them while your cavalry will run circles around them. Bring a Lore of Ice witch and you can slow them down even more. This is a game of keep-away where you try to shoot and cycle charge the pestilent horde until they crack. Nurgle&#039;s best answers to this are his handful of ranged and fast troops. Plague Drones/Toads, Furies, Soul Grinders and probably Ku&#039;gath will all be primary targets. Consider going elite for your front line, as Nurgle can&#039;t really punish unshielded units and your Great Weapon Armored Kossars or even Tzar Guard will be better at carving through Nurglings and Plaguebearers. Don&#039;t try to outlast Nurgle in melee, it won&#039;t work. Focus on damage.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;: Ogres generally have low armor and nearly their entire army is made of monsters and monstrous infantry. This means Kossars with spears are an excellent cost-effective choice. They&#039;ll deal most of their damage and will also be able to defend themselves if the Ogres push into melee. Bringing some War Bears to help focus down the bigger monsters the Ogres can field might be wise. Most ogre units are also relatively slow, so kiting builds of Horse Archers and War Sleds may be viable, and your fast cavalry will be able to run circles around these lumbering brutes.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: Play this like your Norscan neighbors would. Go for a cheap front line of Kossars and otherwise focus on lots of light cavalry to overrun the ratmen&#039;s flanks and take out their ranged units. Play your cards right and the worst you&#039;ll have to worry about are the Moulder monsters, who can easily be killed with regular old arrows. Just don&#039;t try to get into a ranged duel with the rats -- it will not end well.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: Streltsi, Sleds and Bears are the name of the game here. You&#039;ll need the AP and anti-large to deal with all the Tomb King constructs. A relatively cheap front line of Kossars can handle their skeletons with support from War Sled charges. Your lack of fire damage will make it less easy to snipe the Tomb King characters but a Lore of Tempest caster will have a lot of AoE spells for wiping out skeletons so you can focus on the statues and enemy lords/heroes. Consider bringing Kostaltyn or a Patriarch if only for their fire damage.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: You want to focus on closing the distance here with a focus on Cavalry to ram into those ranged units to focus on those Pink Horrors and Flamers. While unlikely to win a ranged engagement, you still outrange them and can whittle down those Barriers for your Cav. Though watch out for the Screamers and Flying Cav as they can wreck your Cav and backline respectively. Don&#039;t even bother with Streltsi, that AP won&#039;t be of much use here.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: Break out the Winged Lancers, it&#039;s time to go fast. The Vampire Coast struggles against cavalry so a mass cav build is the way to go. Try to close as fast as possible from multiple directions and shut down their shooting. They&#039;ll try to bog you down with zombie pirates and monsters but Sleds and Bears should be able to keep them contained while your lighter cav runs roughshod over the artillery and guns.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: Definitely a match where you want to bring Little Grom, which will be able to hold its own against bats and wolves. You want to go in with a heavy defensive build, putting your money into your ranged units, which since you have so many hybrid missiles means you can probably hold your own against vampire chaff. By Our Blood will help you hold out against the Fear and Terror effects of the undead, which buys time for you to shoot. Consider bringing a Patriarch to heal and buff your front line so they last even longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: You want armor piercing and anti-large against these jokers. Roll out Little Grom and some Streltsi to shoot through all that hell-forged chaos plate. Bring War Bears to deal with Dragon Ogre Shaggoths. The WoC are slow so the Lore of Ice will help ensure you&#039;ll be able to shoot at them for as long as possible. This is one of the matchups where you&#039;ll want great weapons in your front line. Consider also bringing some Horse archers to deal with Marauder Horsemen harassment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: Because you lack fire damage this is one of the rare situations where the Wood Elves can bring lots of tree spirits without fear. Because of this it&#039;ll be a little hard to anticipate their builds. If they bring Durthu and a lot of monster you&#039;ll want a kite build. If they bring lots of archers you&#039;ll want a more melee cavalry build. Horse Archers and War Sleds will probably be good picks no matter what, as will Kostaltyn.&lt;br /&gt;
&lt;br /&gt;
==Campaign Mechanics and Tactics==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
===Realms of Chaos===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It was a really hard campaign but it’s gotten a lot better with the ability to prevent rifts using defense buildings (which you should always do). If you need to enter a rift just use one in nearby enemy or friendly territory. Just for fully conquer or confederate the 3 major cities then expand out to the rest of kislev. You can expand into Norsca but that does invite attack by the 3 major demon factions, ironically it may be easier to invade the empire or mountains instead. But really you don’t need to paint the map. Campaign is easier if you take a nice 4-5 province chunk of land and play defense while doing the rifts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How They Play:&#039;&#039;&#039; Unlike Cathay, which is surrounded by barriers, both natural and artificial, Kislev is one big plain with enemies all around you. Norscans and Chaos Warriors to begin with, but soon enough the Legions of Chaos will be at your door faster than you can say &amp;quot;чорт, пошёл на хуй&amp;quot;. Things will only escalate once the rifts start opening up, as minor factions have shit AI and will do jack shit about the corruption spreading in their lands, so don&#039;t count on your Empire allies surviving very long once the rifts start spewing out Daemon stacks and 30+ corruption. &lt;br /&gt;
&lt;br /&gt;
Also unlike Cathay, your units are &#039;&#039;expensive&#039;&#039; to maintain, even if they&#039;re relatively cheap to produce: a leveled-up Kostaltyn with a bunch of minor stacked ancillaries &#039;&#039;&#039;can actually raise units for free, or close enough to free&#039;&#039;&#039;. Instead, you&#039;ll find all your gold diverted to their upkeep and maintenance, a problem which will only get worse when you lose settlements to Chaos. Your Legendary Lords have quite substantial upkeep reduction for key units (Tzarina and Ice Guard, Boris and Bears), so building an army around them is crucial unless you want to pay 3000+ gold in wages everyturn.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Managing your Oblasts:&#039;&#039;&#039; Since only your faction leader can enter the rifts, it would be a good idea to devote your other armies to the defense, as well as cleaning up corruption. For every 2 provinces you own, you gain a unique character called an &#039;&#039;Ataman,&#039;&#039; functionally a Boyar who manages a province for you . They occasionally get events that will boost certain aspects of the province&#039;s economy, will lead your garrisons when attacked, and notably &#039;&#039;not&#039;&#039; cost upkeep (which trust me, is super important in Kislev).  &lt;br /&gt;
&lt;br /&gt;
It is notable as well that the three main Kislevite cities (Praag, Kislev, Erengrad) are all single-settlement provinces, while the adjacent Oblasts are all minor-settlements. By holding both, you get one Ataman, and while the cities are valuable enough to warrant a Garrisoned lord, the Oblasts have more to gain by having an Ataman buff them for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devotion and Supporters:&#039;&#039;&#039; A campaign mechanic that simulates the power struggle between the Orthodoxy and the Royalty: the first one to gain 600 supporters wins and if you win, you confederate the other. Supporters are generated by building unique buildings in the major cities, or by building Orthodoxy churches. They can also be gained by invoking &amp;quot;the Motherland,&amp;quot; which is like Rites that give you campaign bonuses, but also have challenges that you need to fulfill. For example, invoking Ursun deals attrition to enemies and slows them, but gives you +5 Supporters for every new settlement you occupy; Tor gives +2 supporters every time you enter a battle, and +10 melee attack. Kostaltyn will almost always have the edge in the beginning, but the Tzarina&#039;s safer realm means she&#039;ll eventually win out, so long as you dont lag behind in victories/tech.&lt;br /&gt;
&lt;br /&gt;
Devotion is managed separately, and is gained by either sacrificing Chaos worshippers/Daemons post battle, or by religious buildings (you have two: Hallowed Woods, kinda like the Godswood in ASOIAF, that provides devotion and economy benefits, or Orthodox Churches, which also provide devotion and supporters, but cost Devotion as well.) Devotion is used for rites, certain tech, and buildings. You need to maintain above 100 devotion, too, because having too low Devotion spawns Chaos cults (completely independent of the Rifts/Public Order, which is annoying). The Rites are also pretty expensive, going from 60 to 80 and up to 200.&lt;br /&gt;
&lt;br /&gt;
Unfortunately it does have to be mentioned that until tier 4 you only have one practical unit. the tier 0 kossar as it&#039;s low upkeep and easy replaceability is key for your weak economy and lack of decent units. Prepare to spam one unit even harder than the tomb kings. Is it boring as fuck-yes. is it the only practical way to hold off your enemies and unit kislev before you get swarmed by everyone-yes. —- light war sleds are only tier 3 and are extremely cost effective, tzar guard are tier 3, and armored kossars are good too. It’s really not as bad as it sounds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Immortal Empires===&lt;br /&gt;
Right off the bat, Kislev starts under siege. Whether you&#039;re Boris, Katarin, or Kostaltyn, you will be surrounded by enemies on one side and annoying AI &amp;quot;friends&amp;quot; on the other. Expect to basically be dogpiled by declarations of war within 2 or 3 turns, see the tiny settlements of the oblast get picked off constantly by marauding armies, and for half your turns to be spent hiding in ambush stance. Depending on the difficulty level you&#039;re playing on, you may find the other Kislev factions wiped out before you&#039;re ever close to confederating them. This is especially true for AI Kostaltyn, so don&#039;t worry too much about the Supporters minigame unless you&#039;re not leading by Turn 50. &lt;br /&gt;
&lt;br /&gt;
The first thing you should do is seize some defensible, profitable territory. The oblast settlements are all sacrificial; use them to delay and bait the armies of all your enemies while your legendary lord conquers some territory actually worth a damn and builds up XP. For Katarin, it can be profitable and safe to take Azhag&#039;s settlements in the World&#039;s End Mountains and secure his gold mine before he becomes a threat. Kostaltyn has a harder start because Erengrad is held by an AI Kislev faction, and you&#039;re exposed to Azazel and Norscan factions. You might have a better chance if you can cripple their armies and then sail south to Ostland or Hochland and claim some territory they won&#039;t raze. Finally, Boris is beset on all sides by daemons but you can either seize a map edge Chaos Fortress to get a strongly defensible position or you can retreat into Norsca where your early-game, non-magic attack units will do much better. If Kraka Drak gets wiped out early, as they tend to do, you can easily secure a Gem Mine to strengthen your economy and hold out until you can spam War Bears. If you&#039;re feeling confident, head south and east, into the Empire, Sylvania, and the World&#039;s Edge Mountains. Defeat Festus, Vlad, or Azhag and claim the rich resources there and secure territory that Norsca and Chaos won&#039;t be able to reach. If you want to play a purer Kislev campaign, you&#039;ll want to head northeast first and claim the icy regions of Norsca, which are green territory for your faction. Most of the rest of the north, unless you&#039;re Boris, are going to be useless to you.&lt;br /&gt;
&lt;br /&gt;
In general, the early threats to Kislev will be Azazel, Clan Moulder, the Goromadny Tribe, and Wintertooth. If playing as Boris, Archaon and the Daemon Prince will join in the dogpile but they won&#039;t actually be able to attack Katarin and Kostaltyn for a long time. All these threats will make holding onto Kislev proper difficult, but if you weather the first 50 turns or so under siege you should have enough of an army to start scaring off the cowardly AI and begin your counter-offensive. The assault will also help the player confederate the minor Kislev factions holding Erengrad and Praag, assuming they&#039;re not totally wiped out when their armies are destroyed, and holding all 3 Kislev cities is critical to generating income and supporting your armies with the faction&#039;s many, many landmark buildings. A few alliances with the Empire or Dwarves will help hold territory as the AI tend to build outposts as soon as they&#039;re able, and adding their artillery to an army of Kossars or Ice Guard can be a very effective force multiplier in the mid-game, assuming their settlements haven&#039;t been raped into the Stone Age by the Vampire Counts, Azhag, or Festus. &lt;br /&gt;
&lt;br /&gt;
Speaking of your foes, the only defeat traits you legitimately have a chance of getting (early to mid-game, after which you can go out trait-hunting if you wish because your empire should be secured by other armies) are Throt, Throgg and Festus, which boost your lord&#039;s stats and their army&#039;s replenishment, respectively. The other legendary lords you face have shitty traits, so don&#039;t bother keeping them alive to farm them. Finish them off as soon as you can to give Kislev breathing space. If you&#039;re Boris, killing Archaon is also really worthwhile for the Physical Resistance and bonus to the army&#039;s Melee Attack. After Kislev is secure, Wulfrik, Be&#039;lakor, and Sigvald are also worth hunting down.&lt;br /&gt;
&lt;br /&gt;
Most of Kislev&#039;s roster will be unavailable unless and until you hold the cities. Kostaltyn especially relies on kossar spam in the early- and mid-game, which doesn&#039;t mesh too well with his Patriarch-boosting abilities. Against most infantry and some cavalry-based armies, particularly Norsca, they&#039;ll do fine. Clan Moulder has to be handled delicately because monstrous infantry and mortars will absolutely destroy kossars, but kossars are cheap and easily replaced so you can wage a war of attrition and wear them down until you&#039;re able to besiege Hell Pit. One of the worst matchups in the early game will be Azhag&#039;s Bonerattlaz; if he goes full goblin his troops may rout often but kossar ammunition, and the balance of power, will be wasted on chaff. Most ork units have enough HP, armor, and shields to wade through kossar fire and get into melee with them where, while decent, they will lose. Smart tactics are absolutely necessary if you take him on, and the same goes for the Vampire Counts. &lt;br /&gt;
&lt;br /&gt;
Once you can afford it, rush for light war sleds. Not only is Little Grom in the same building tree, light war sleds give Kislev armies the speed to outrun the cavalry and monsters of most of the AI factions they&#039;ll be at war with while firing on the move. When led by Frost Maidens, they can be a very cheap, very powerful army. Best of all, they only take 1 turn to recruit while Kislev&#039;s other strong units (War Bear Riders &amp;amp; Ice Guard) take 2 turns or more and will have higher upkeep. Kislev&#039;s horse cavalry is pretty shit; they&#039;re squishy and require cycle charging. Unless you want flavor or you&#039;re pressed for time, if you want cavalry go for War Bears. Armored Kossars are also pretty shit and can be ignored; they&#039;re weaker than Tzar Guard if you need melee infantry to hold the line, cost more than regular kossars while doing less ranged damage, and lack the Ice Guard&#039;s magical attacks. &lt;br /&gt;
&lt;br /&gt;
One issue for Kislev is the Ice Court mechanic, which will limit your ability to hire mages. The special benefits of the Ice Court can be very powerful however, so you should be training as many as you can afford and hoping you get lucky. War Sled traits are among the best you can get, Ice Shard is currently (v2.1) bugged and can be cast for free if you interrupt it with a spell or ability, and Ice Guard traits will make them even deadlier. &amp;lt;s&amp;gt;Also as of the current update, Stalking Ice Witches and Frost Maidens are some of the best way to capture walled settlements as you can sneak them over the walls to cap the victory points without interference as long as you haven&#039;t attacked/dealt damage to the AI&#039;s defenders. Katarin can do the same with stalking Snow Leopards, which is about the only use for that unit in the campaign.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Atamans are another great way to improve your heroes, since they can stack the hero recruit level trait as many times as that event triggers, and all their unique traits will stack with the landmark buildings of Kislev&#039;s three cities. They are vital to strengthening Kislev&#039;s economy and army, so you should aim to get a minimum of six provinces as soon as possible. Don&#039;t be afraid to trade regions via diplomacy to do so; the payoff in improved income, unit recruit rank, or discounts on building and recruitment are more than worth it. &lt;br /&gt;
&lt;br /&gt;
Finally, a note on Devotion: It&#039;s good, but some rites are better than others. If you find yourself generating a lot of Devotion, rush Rites of the Land in the Kislev tech tree to unlock summonable Elemental Bears through the Rite of Dazh, which will also improve your economy. Do note, however, the more times you use a Devotion Rite, the more expensive using ANY rite becomes, and there&#039;s no upper cap. You could find yourself needing 700 devotion by the late-game for a single rite, so there is some benefit to building cathedrals even after you win the Supporters race. It&#039;s unclear if the benefits from each level of Supporters stack or if they are cumulative, so don&#039;t spend a ton of money or devotion reducing your rival&#039;s Supporter bar. &lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sheen_Bird&amp;diff=424046</id>
		<title>Sheen Bird</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sheen_Bird&amp;diff=424046"/>
		<updated>2022-12-30T17:40:14Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SheenBirds.jpg|250px|right|thumb|CA-CAW HERETICS!]]&lt;br /&gt;
Sheen Birds are avian [[Necromunda|Necromundan]] biomechanical constructs, that were created long ago by the [[Adeptus Mechanicus]] for a commission put forth, by the Hive World&#039;s ruling Helmawr family. &lt;br /&gt;
==Overview==&lt;br /&gt;
They were meant to evoke an illusory sense of the long-lost splendour of Necromunda&#039;s natural world and had a rudimentary suite of pre-programmed behaviours, that allowed them to mimic real birds. After they were released within Hive Primus, the Sheen Birds flocked together, roosted, fed, and tended to broods of faux youngsters, created to mimic the sight of hatchlings within a nest. &lt;br /&gt;
&lt;br /&gt;
However in the millennia since their creation, the Sheen Birds have fallen out of favour and into decay. Their maintenance is no longer seen as a priority within the administratum of Hive Primus and as a result, the Sheen Birds&#039; numbers have gradually dwindled through lack of preservation. Worse still, the surviving Sheen Birds have become foul and corrupted beyond all recognition from their previous glorious state. Their [[Nurgle|flesh is now diseased and infected with parasites, their plumage scarce and even their imprinted behavioural coding has corrupted, causing them to act as parodies of their former selves.]] &lt;br /&gt;
&lt;br /&gt;
This has led the Sheen Birds to still disturbingly parent their artificial hatchlings in their nests, which have long since been replaced by hideous things that are obviously not their young. Despite this though, when a Sheen Bird finds itself in Hive Primus&#039; Underhive, they are often greeted with awe by the devoted of [[House Cawdor]]. Its members view the decayed constructs as avatars of the Emperor&#039;s grace and to high ranking Cawdor gangers, those who possess a Sheen Bird are seen as possessing the direct blessing of the Emperor Himself.&lt;br /&gt;
&lt;br /&gt;
It&#039;s quite fitting in a way, really. [[Heresy|After all, what is the focal point of Cawdor&#039;s devotion but a rotted and decrepit corpse ruling an empire that has quickly become a corrupted parody of its former self?]]&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
On the Necromunda tabletop, these are melee-based exotic beast/robots that are typically in an awkward place thanks to the restriction that requires them to end their activation within 3” of their owner, but the Sheen Bird neatly sidesteps this downside. Its &#039;&#039;&#039;Rake Away&#039;&#039;&#039; ability allows it to make a free Move/Retreat action on a successful Willpower check (on an 8+, mind you), letting it swoop back into tether range. This will come in handy more often than you’d like, as it is also prone to charge off and attack nearby targets, whether you want it to or not.&lt;br /&gt;
&lt;br /&gt;
The Bird’s talons are only Strength 3, but with AP -1, D2, and Rending, if they get a wound in it’s going to hurt. Overall they’re a bit expensive at 90 credits, but more than capable of picking off a weakened enemy ganger. &lt;br /&gt;
&lt;br /&gt;
{{House Cawdor}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Mordia&amp;diff=344876</id>
		<title>Mordia</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Mordia&amp;diff=344876"/>
		<updated>2022-12-29T05:14:55Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mordia.png|300px|right|thumb|The most generic orange dustbowl you would ever see. Quite a contrast to the [[Mordian Iron Guard|spiffy troops it pushes out]] and the fact it&#039;s essentially [[Nostramo]] if Curze had been less [[Batman]] more [[Judge Dredd]].]]&lt;br /&gt;
Mordian (&#039;&#039;Used&#039;&#039; to be called Mordia until GeeDubs changed it into an [[Wat|adjective]] because of...[[Derp|reasons]]...but half of /tg/ still calls it Mordia) is a Imperium [[Hive World]] that was renowned as the Homeworld of everyone&#039;s favourite [[Commissar]] army; the [[Mordian Iron Guard]] Regiments of the [[Imperial Guard]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Mordian is a tidally locked planet; the time of the planet&#039;s rotation equal to the time of its revolution around its sun. Consequently, half of the planet is in perpetual darkness while the other is constantly burned by the harsh sun. All life is on its dark side. [[Nostramo|For good reason, Mordian is also known as the World of Eternal Night]].&lt;br /&gt;
&lt;br /&gt;
Mordian&#039;s hundreds of millions of inhabitants live on a land surface barely one tenth the size of Earth in an area that real-world astrophysicist call the [[Twilight|Twilight Zone]], where it is neither too hot nor too cold for life, although the majority of the hives are built nearer to the night side of the planet. This is despite the fact that Hives are entirely enclosed and climate controlled due to the fact most &amp;quot;normal&amp;quot; hive worlds are on a scale from climate destroying pollution to [[Necromunda]]. So while Hives may not be possible on the day-side ([[Solar System#Mercury|Mercury]] at least needed archaeotech to allow it to be settled, though [[Scintilla]] has a desert hive so hot anyone on the hive skin is likely to die of a bad tan within minutes unless they have protective gear), logically the night-side of Mordia should be where most of the Hives are. Maybe they were [[Games Workshop|sent a cease and desist by the Valhallans]]?&lt;br /&gt;
&lt;br /&gt;
Its hive cities are characterized by pyramidal, multi-levelled towers rising like mountains towards space. The government is known as the Tetrarchy (No, not &amp;lt;u&amp;gt;&#039;&#039;[[Ultramar|THAT]]&#039;&#039;&amp;lt;/u&amp;gt; one), and strictly controls and rations the planet&#039;s meager resources. Mordian naturally breeds discontent, and the Iron Guard is the only thing that stands between order and total anarchy.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Chaos Invasion===&lt;br /&gt;
The greatest threat faced by Mordian came as a result of a conspiracy among Chaos cultists. Summoned by a spell, ships from the Eye of Terror poured Chaos Marines from the skies and daemons appeared within the streets. In the resulting Battle of Mordian, the Mordian Iron Guard eventually emerged victorious against the invasion.&lt;br /&gt;
&lt;br /&gt;
===Fall of Mordian===&lt;br /&gt;
&lt;br /&gt;
The planet Mordian along with the entire [[Stygius Sector]] was invaded by Chaos Forces led by warbands loyal to Tzeentch. The Iron Guard held their ground as reinforcements arrive, but there were too many heretics and slowly the Imperial defenders are being bled dry. (Didn&#039;t help that the dead are being raised as zombies or that the Warp claimed several Imperial ships and an entire planet during the conflict.)&lt;br /&gt;
&lt;br /&gt;
Further reinforcements came in as an Eldar Strikeforce from [[Craftworld Ulthwé]] aided the Imperium. Being the cryptic pricks they are, they tell the defenders that they can&#039;t win and advised them to leave the sector. (Seeing as the Chaos Invasion is led by the [[Thousand Sons]] under [[Magnus]] as well as [[M&#039;kachen]], they had a point). Even though the discipline of the Iron Guard kept them from being overrun, they agreed to retreat, and evacuated what they could. It probably stung, but you&#039;ll never see a Mordian getting mopey about it.&lt;br /&gt;
&lt;br /&gt;
However, thanks to the perseverance of the [[Iron Hands]] and its successor chapters, Chaos forces were finally driven off Mordian and reclamation of surrounding worlds continued in order to secure the adjacent passage through the [[Great Rift]].  It&#039;s not quite clear if they reinforced the Mordians or joined a Mordian attempt to re-take Mordian or if they did it on their own.  Seems likely that the planet was secured due to their arrival instead of evacuating the planet.  Speaking of, that the Iron Hands did this proves the Eldar were wrong.  Again.&lt;br /&gt;
&lt;br /&gt;
(Though since the Thousand Sons are back to Heresy numbers, 80k Marines, the Iron Hands and Mordians are going to need A LOT of reinforcements otherwise they are going to fail)&lt;br /&gt;
{{40k-Planets}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Mordia&amp;diff=344875</id>
		<title>Mordia</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Mordia&amp;diff=344875"/>
		<updated>2022-12-29T05:13:14Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mordia.png|300px|right|thumb|The most generic orange dustbowl you would ever see. Quite a contrast to the [[Mordian Iron Guard|spiffy troops it pushes out.]]]]&lt;br /&gt;
Mordian (&#039;&#039;Used&#039;&#039; to be called Mordia until GeeDubs changed it into an [[Wat|adjective]] because of...[[Derp|reasons]]...but half of /tg/ still calls it Mordia) is a Imperium [[Hive World]] that was renowned as the Homeworld of everyone&#039;s favourite [[Commissar]] army; the [[Mordian Iron Guard]] Regiments of the [[Imperial Guard]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Mordian is a tidally locked planet; the time of the planet&#039;s rotation equal to the time of its revolution around its sun. Consequently, half of the planet is in perpetual darkness while the other is constantly burned by the harsh sun. All life is on its dark side. [[Nostramo|For good reason, Mordian is also known as the World of Eternal Night]].&lt;br /&gt;
&lt;br /&gt;
Mordian&#039;s hundreds of millions of inhabitants live on a land surface barely one tenth the size of Earth in an area that real-world astrophysicist call the [[Twilight|Twilight Zone]], where it is neither too hot nor too cold for life, although the majority of the hives are built nearer to the night side of the planet. This is despite the fact that Hives are entirely enclosed and climate controlled due to the fact most &amp;quot;normal&amp;quot; hive worlds are on a scale from climate destroying pollution to [[Necromunda]]. So while Hives may not be possible on the day-side ([[Solar System#Mercury|Mercury]] at least needed archaeotech to allow it to be settled, though [[Scintilla]] has a desert hive so hot anyone on the hive skin is likely to die of a bad tan within minutes unless they have protective gear), logically the night-side of Mordia should be where most of the Hives are. Maybe they were [[Games Workshop|sent a cease and desist by the Valhallans]]?&lt;br /&gt;
&lt;br /&gt;
Its hive cities are characterized by pyramidal, multi-levelled towers rising like mountains towards space. The government is known as the Tetrarchy (No, not &amp;lt;u&amp;gt;&#039;&#039;[[Ultramar|THAT]]&#039;&#039;&amp;lt;/u&amp;gt; one), and strictly controls and rations the planet&#039;s meager resources. Mordian naturally breeds discontent, and the Iron Guard is the only thing that stands between order and total anarchy.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Chaos Invasion===&lt;br /&gt;
The greatest threat faced by Mordian came as a result of a conspiracy among Chaos cultists. Summoned by a spell, ships from the Eye of Terror poured Chaos Marines from the skies and daemons appeared within the streets. In the resulting Battle of Mordian, the Mordian Iron Guard eventually emerged victorious against the invasion.&lt;br /&gt;
&lt;br /&gt;
===Fall of Mordian===&lt;br /&gt;
&lt;br /&gt;
The planet Mordian along with the entire [[Stygius Sector]] was invaded by Chaos Forces led by warbands loyal to Tzeentch. The Iron Guard held their ground as reinforcements arrive, but there were too many heretics and slowly the Imperial defenders are being bled dry. (Didn&#039;t help that the dead are being raised as zombies or that the Warp claimed several Imperial ships and an entire planet during the conflict.)&lt;br /&gt;
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Further reinforcements came in as an Eldar Strikeforce from [[Craftworld Ulthwé]] aided the Imperium. Being the cryptic pricks they are, they tell the defenders that they can&#039;t win and advised them to leave the sector. (Seeing as the Chaos Invasion is led by the [[Thousand Sons]] under [[Magnus]] as well as [[M&#039;kachen]], they had a point). Even though the discipline of the Iron Guard kept them from being overrun, they agreed to retreat, and evacuated what they could. It probably stung, but you&#039;ll never see a Mordian getting mopey about it.&lt;br /&gt;
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However, thanks to the perseverance of the [[Iron Hands]] and its successor chapters, Chaos forces were finally driven off Mordian and reclamation of surrounding worlds continued in order to secure the adjacent passage through the [[Great Rift]].  It&#039;s not quite clear if they reinforced the Mordians or joined a Mordian attempt to re-take Mordian or if they did it on their own.  Seems likely that the planet was secured due to their arrival instead of evacuating the planet.  Speaking of, that the Iron Hands did this proves the Eldar were wrong.  Again.&lt;br /&gt;
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(Though since the Thousand Sons are back to Heresy numbers, 80k Marines, the Iron Hands and Mordians are going to need A LOT of reinforcements otherwise they are going to fail)&lt;br /&gt;
{{40k-Planets}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:B47B:4FFF:2508:5EDE</name></author>
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