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		<title>Land Raider</title>
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		<updated>2018-07-11T22:12:52Z</updated>

		<summary type="html">&lt;p&gt;2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6: /* {{anchor|Crusader}} Crusader Pattern */&lt;/p&gt;
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&lt;div&gt;[[File:LandRaider.jpg|500px|right|thumb|A Land Raider assaulting a position. Calling or playing it as a  front line tank or a Baneblade knockoff is a [[Rage|sure way of getting your]] [[Anal Circumference|ass shredded]] [[Space Marines|by SM players.]]]]&lt;br /&gt;
Sometimes the only solution to a problem is a complete lack of anything resembling subtlety.&lt;br /&gt;
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A [[Rhino Transport]] grown several orders of magnitude too large, the mighty Land Raider is one of the biggest available tanks that [[Space Marines]] and [[Chaos Space Marines]] can field. Its firepower is incredible, and its armor betrays no weakpoints: it has maximum armor (14) for &#039;&#039;every side&#039;&#039;, something that only the [[Monolith#Warhammer_40.2C000|Necron Monolith]], [[Necron Pylon]], and [[Spartan Assault Tank]] share with the Land Raider; not even [[Baneblade|Baneblades]] have this. Its armor is pretty much only beaten by [[Warlord Battle Titan|Warlord Class battle titans]]. It can also transport Terminators. This is the [[METAL BOXES|Metalboxiest]] of all the [[Metal Boxes|METAHL BAWKSES]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
[[File:Land_Raider_Insides.png|500px|right]]&lt;br /&gt;
The Land Raider has always been a somewhat insane beast, owing to its large weapon load and the fact that only part of this load can usually fire at a given time, making it so that it&#039;s of questionable value - this is because there are almost always better choices to do what the Land Raider can do for cost - Predators generally do better at vehicle busting or infantry killing, and the main use of the Land Raider is as a transport vehicle for Terminators and getting them right into the heart of the battle, which is kind of lopsided with its heavy armament.&lt;br /&gt;
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Even with this, the Land Raider is still something of a good combat vehicle, if only because of the changes to the 5th edition vehicle weaponry rules. Stationary, the Land Raider can fire off all its weaponry in a salvo, which is especially good for the Chaos version, which can mount a Havoc Launcher to add a little extra infantry-raping punch. The Grey Knight version is also notable (Psycannon Bolts help this thing a lot) since it&#039;s pretty much the only heavy tank Daemonhunters get.&lt;br /&gt;
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Make no mistake: It may be inefficient, large, and points-heavy, but the Land Raider is &#039;&#039;still&#039;&#039; a powerful force and should not be underestimated under any circumstances. Virtually any form of Land Raider is a daunting foe if it sticks around, whether it has troops in it or not. AV14 all around makes it a tough nut to crack without dedicated anti-armor weapons, and the Land Raider still is likely to survive the opening salvo, especially if it has extra armor. However, keep your Land Raider away from dedicated anti-heavy armor (Railguns, melta), or you will very quickly feel the pain of losing all those points.&lt;br /&gt;
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And before you say it, a Land Raider is not a main battle tank or an armored personnel carrier; it is an infantry fighting vehicle like the Razorback, since it can carry people inside and provide heavy fire support (hence Infantry and Fighting). A Baneblade is a main battle tank (well, it is if you don&#039;t accept the term heavy or superheavy battle tank), a Rhino is an an armored personnel carrier, a Land Raider is an Infantry Fighting vehicle (though perhaps you could throw in heavy into that term). Well, that is unless you can actually get the Ares and Terminus Ultra pattern models, who traded their transport capabilities for even more and bigger guns, where they&#039;re pretty much &amp;lt;s&amp;gt;MBTs&amp;lt;/s&amp;gt; an assault gun and a tank destroyer respectively...Okay, now that that&#039;s over, the original Land Raider was designated an MBT by the man who found the STC and whom the vehicle is named after, Arkhan Land. If the theory that the Land Raider Proteus is actually the default/original variant of the Land Raider is correct, then the Land Raider IS an MBT, it&#039;s just that the variants that permitted honest troop capacity were utilized more often by the Assault-happy Astartes to the point that Land Raiders are now known by the more common offspring of the original pattern.&lt;br /&gt;
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In terms of appearance, a Land Raider is basically a cross between giant World War I Mark series tank and a modern armored fighting vehicle. It&#039;s shaped more like the latter, but the exposed treads on the entire front of the tank and the sponson mounted guns resemble the former. Oddly, the placement of sponson mounted guns on the Mark series tank was a feature implemented so the tanks could fire into enemy trenches more easily; after the war, that design was scrapped in favor of rotating turrets that gave an entire 360 degree firing arc (cannons on a Mark tank could only be pointed at things in front of them or to the side, they could not aim behind it).. Why GW decided to model something after this is a mystery, but they seem to have a thing for giving the Imperium of Man pre-&amp;lt;s&amp;gt;Cold War&amp;lt;/s&amp;gt;World War II vehicle designs. Isn&#039;t it obvious? The Mark I was a British invention!  And now for the low price of $110 a piece!  Holy shit.&lt;br /&gt;
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Now in 8th edition, the Land Raider is a much more fearsome beast, being able to fire all of its weapons at different targets, and benefiting greatly from the new twin-linked rules.  It&#039;s also T8 with 16 wounds and one of the very few 2+ armour saves on vehicles.&lt;br /&gt;
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=={{anchor|Variants}} Variants and Such==&lt;br /&gt;
The Land Raider has a ton of variants. Some of the more noteworthy ones are listed below.&lt;br /&gt;
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==={{anchor|Phobos}} Phobos Pattern===&lt;br /&gt;
[[File:StandardRaider.jpg|200px|thumb|right|A [[Ultramarines|Smurf]] Land Raider. AKA the Godhammer Pattern.]]&lt;br /&gt;
The basic one has two [[Twin-Linked]] Lascannons in sponsons (called &amp;quot;Godhammer&amp;quot; pattern, [[Sigmar|for some odd reason]]) and a twin-linked [[Heavy Bolter]], making it some kind of heavy infantry fighting vehicle derpfish.  It&#039;s very flexible, but ultimately rather inefficient. The Predator Annihilator is better at tankbusting, as it can unleash 3 lascannon beams, one of which is twin-linked, plus a Hunter-killer missile if you&#039;ve taken one, whereas the Land Raider only has 2 twin-linked Lascannon (though the Land Raider can take a pintle-mounted Multi-Melta, which can one-shot almost any tank).  The Predator Destructor is better at killing infantry; 2 shots from an Autocannon and 6 more from Heavy Bolters shred all kinds of medium/light infantry, plus two more shots if you choose to add a Storm Bolter, whereas the Land Raider only has the single twin-linked Heavy Bolter to fight infantry (plus an optional Storm Bolter).  The Rhino is generally a better transport for its price, only falling short in its inability to carry Terminators.  The Land Raider stands apart from the Predator and Rhino because it can fill multiple duties at once (it&#039;s recommended that you add a Storm Bolter/Multi-Melta, extra-armor, and Hunter-Killer missile to help in this task), and is the only vehicle in many armies that allow a unit to disembark and assault in the same turn. It may be schizophrenic, but it is &#039;&#039;effective&#039;&#039;, especially if you use it right. Now in 7e, put 3 in the Land Raider Spearhead Formation for 750 points stock and you got a lethal counter to those super-heavies, gargantuan creatures, and buildings with Mighty Bulwark thanks to the re-roll failed to wound/armor penetration.&lt;br /&gt;
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As of 8th, it&#039;s far more potent, benefiting not only from the generally-increased durability of vehicles in 8th and the elimination of firing arcs, it now has greater firepower than either predator variant (in fact, it&#039;s close to being tied with both of them put together), and the change to rhino prices means that while the Land Raider is still expensive, it&#039;s not as point-inefficient as it was. &lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Venerable Land Raider===&lt;br /&gt;
[[File:99120101061 CustodianLandraider01.jpg|200px|thumb|right|The &#039;Venerable&#039; sub-variant of the Godhammer Pattern. Deadly not because of its weapons, [[Custodian Guard|but the cargo it is holding.]]]]&lt;br /&gt;
The [[Adeptus Custodes]] also have their own sub-variant of the Phobos/Godhammer Pattern Land Raider called the aptly named &#039;&#039;&#039;Venerable Land Raider&#039;&#039;&#039; which is a Land Raider bristling in gold to blind the enemies of men with the superiority of the &amp;lt;u&amp;gt;BLING&amp;lt;/u&amp;gt;. Venerable Land Raiders ignore shaken and stunned results and also comes with some pretty cool upgrades as well now like a 5+ invulnerable save from the aegis ability all for 275 points. Other than that there is very little difference armament wise other then being a &#039;cheap&#039; (For Custodes standards anyway) replacement to the vastly superior [[Coronus Grav Carrier]]. Still don&#039;t try to underestimate this sub-variant as the cargo it&#039;s holding just so happens to be [[Custodian Guard|dudes who can]] [[Rape|tear your Riptide a new asshole.]]&lt;br /&gt;
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In terms of fluff, Venerable Land Raiders have a enhanced &amp;lt;s&amp;gt;AI&amp;lt;/s&amp;gt; Machine Spirit, more so than conventional Land Raiders. Many Venerable Land Raiders can trace their history back to the earliest years of the Imperium and fought in the [[Great Crusade]] and [[Horus Heresy]]. As you can imagine, such engines of war was considered as a secondhand watered down version of the [[Coronus Grav Carrier|type]] [[Pallas Grav-Attack|of]] [[Gyrfalcon Pattern Jetbike|shit]] [[Caladius Grav-Tank|the]] [[Adeptus Custodes|Custodes]] [[Telemon Heavy Dreadnought|used]] [[Contemptor-Galatus Dreadnought|to]] [[Orion Gunship |have,]] or rather still have but have been mothballed for...[[Derp|reasons.]]&lt;br /&gt;
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Still, these dauntless war engines have now served for ten thousand years and each has built a legend every bit as magnificent as those possessed by the greatest Imperial champions. They have also developed Magos-class machine spirits and these noble and aggressive entities can independently aim and fire the vehicle&#039;s guns and coordinate its auto-repair rituals when circumstances require it. In extreme circumstances these amazing war engines have even been teleported directly onto the battlefield, through the use of ancient [[Just As Planned|Godstrike-pattern teleportariums.]] [[Rape|Deepstriking teleporting Land Raiders?]] [[Cheese|Oh...all of the yes.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==={{anchor|Chaos}} Chaos Land Raider===&lt;br /&gt;
[[File:99120102052 CSMLandRaiderRepack01.jpg|200px|thumb|right|Chaos Land Raiders are now at a reasonable price of a 100,000 Chaos Credits! Call your local [[Dark Mechanicum]] today!]]&lt;br /&gt;
Functionally identical to the Phobos Pattern Land Raider, the Chaos version has a number of small changes that actually make it quite a bit better than its standard counterpart. It has Assault Vehicle like the loyalist, meaning that troops exiting it can assault the same turn, and it can be further specialized as an assault transport with Daemonic Possession, Extra Armor, and Dirge Caster. It can also be turned into a better combat vehicle due to its ability to pack on a Havoc Launcher; this gives it the ability to fire a few clusters of blast templates downrange for those using it as a heavy offensive vehicle. You can alternately pack on a Combi-Bolter and Combi-Flamer/Melta, and they&#039;re even comparable with [[Havoc Launcher]] in current codex. &lt;br /&gt;
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It&#039;s usually a bit more valuable to Chaos than it is to the Loyalists as a result.  However, unfortunately for Chaos; this is the only kind of Land Raider they get, and compared to some of the other things on this list, it&#039;s out-specialized by other Land Raiders - the Crusader does Assault Transport (arguably; Daemonic Possession does a LOT to make this thing more dangerous, or DID before the rules change made Daemonic Possession cause the Chaos Raider to randomly eat passengers) better, and the Ares, Redeemer, and Achilles handle massed infantry better, whilst the Terminus Ultra is basically a tank destroyer. Add to this that the Chaos Land Raider doesn&#039;t have Power of the Machine Spirit rule that loyalist Land Raiders have, and the Chaos Land Raider is more limited in the ways it can shoot. &lt;br /&gt;
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However, like the Godhammer, the Chaos Land Raider can handle [[Indrick Boreale|multiple simultaneous]] roles as needed, which, paired with the Chaos Land Raider&#039;s generally-better utility makes it something of a decent deal. Worth using if you have the points to spend, or if you have some big nasty close-combat squad that absolutely MUST get into close-combat.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==={{anchor|Crusader}} Crusader Pattern===&lt;br /&gt;
[[File:LandRaiderCrusader.gif|200px|thumb|right|PURGING WITH MY KIIIIIIIIIN!]]&lt;br /&gt;
Created by the [[Black Templars]], and spreading, eventually, to some of the other Marine chapters, including the [[Grey Knights]], who were given a few for helping the Templars out once, the Crusader Pattern Land Raider forgoes long-range firepower in favor of a dedicated role as an assault transport/infantry fighting vehicle, generally making it a bit more effective at getting into the enemy&#039;s face and spewing out a truly immense amount of dakka. Armed with a pair of Hurricane Bolter sponsons, an optional Multi-Melta (for vehicle rapeage), and twin-linked Assault Cannons, the Crusader Pattern basically delivers a truly beautiful amount of dakka at (twelve Bolters, and two assault cannons=some 272+ rounds per second) close range (with the Multi-Melta being there to deal with the errant vehicle threat) before disgorging its troops into the heart of enemy forces. Making it even better, the Crusader holds more men and has Frag Assault Launchers, ensuring that the disembarking troops gain the benefits of Frag Grenades (which Terminators normally lack). If you play Dark Angels, you owe it to yourself to play at least one game where this beast is boosted by a Banner of Devastation and some power fields, for an utterly hilarious TWENTY FOUR twin linked Bolter shots all protected by an AV 14 4 HP 4++ monster of a vehicle. All of this, however, comes at the price of the baseline Land Raider&#039;s raw offensive punch (unless you&#039;re fighting guard/cultist/Ork/Tyranid blobs, then you will eat people) - fight accordingly.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==={{anchor|Redeemer}} Redeemer Pattern===&lt;br /&gt;
[[File:LandRaiderRedeemer.jpg|200px|thumb|right|I like my [[Tyranid|Tyranids]] nicely minced and cooked well-done.]]&lt;br /&gt;
The Redeemer is designed to maximize close-range punch. Whilst it&#039;s not the balls-out dedicated infantry-fighting vehicle/assault transport that the Crusader is, the Redeemer packs on considerably heavier &#039;&#039;&#039;fire&#039;&#039;&#039;power. It maintains the Assault Cannons, Frag Assault Launcher, and optional Multi-Melta, but replaces the sponson-mounted Hurricane Bolters with a pair of Flamestorm Cannons - functionally improved Flamers with S6, AP3, the only drawback to them being that since they&#039;re sponson mounted they can&#039;t hit targets that are too close to the front or back of the Redeemer. &lt;br /&gt;
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Cheaper than the other Land Raiders, this is one of the more popular Land Raiders due to its slightly lower points-cost. Tends to annihilate infantry by the dozens once in-close and makes tyranblob crap itself in sheer terror, but seriously needs Extra Armor. Using these when facing Tyranids or bikes-heavy lists (Ravenwing) is highly recommended since they don&#039;t have any vehicles or anything with more than toughness 6. Flamers ignore any armour but 2+ saves and ALL cover saves, meaning you&#039;ll be BBQing nids and bikers negating their Venomthrope/bullshit rerollable jink save.&lt;br /&gt;
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Interestingly the Redeemer was invented by the Firelords Space marine chapter, and they wanted to name the pattern &amp;quot;Prometheus&amp;quot; after the titan who gave fire to man, but the name was already taken by the actual Land raider Prometheus designed by the Salamanders, so instead it was named the Redeemer.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==={{anchor|Vortimer Redeemer}} Vortimer Redeemer Pattern===&lt;br /&gt;
[[File:99590107034_GREYKNIGHTSLANDRAIDERREDEEMER1.jpg|200px|thumb|right|The proverbial daemon steamroller.]]&lt;br /&gt;
A [[Grey Knights]] exclusive variant of the Land Raider Redeemer that replaces the assault cannons with psycannons and frag assault launchers with psyk-out assault launchers. These Land Raiders are a bane to [[Daemon]] players everywhere due to its armaments and the fact that it safely carries a detachment of [[Grey Knight Paladin|prolific Daemon rapists]] [[Purifier|and molesters.]] Because it is a more specialized version of the regular Redeemer Patter and the rarity of the weapons it carries, the Vortimer is both a rare and expensive vehicle to produce, not to mention a utterly secret weapon from the general public.&lt;br /&gt;
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Because of its psycannons, the Vortimer could mulch Warp creatures into dog food, that includes and up to even greater daemons if the dice gods are in your favor. Hell, because it carries not one, but two psycannons, it could just as easily chew up light to medium vehicles as well. The Vortimer not doing enough in clearing out those pesky ethereal creatures from the Warp? No problem, you can just mount [[Rape|two heavy incinerator sponsons]] [[Cheese|for quadruple the fun.]] [[Troll|Watch and see]] [[Butthurt|Chaos players weep bitter tears]] as this machine proceeds to unload its cargo of holy retribution and cleanse their heretical armies into smoking cinders. &lt;br /&gt;
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This vehicle was best seen during the Dawn of War 2 Elite Mod as the ultimate unit for the Grey Knights. Just as expected from the fluff, this thing was an [[Powergamer|overpowered train wreck,]] able to lay down massive suppressive fire whilst protecting its precious cargo of [[Mary Sue|Mary Sues]] to the frontlines. It would have been broken if it wasn&#039;t so damned expensive in an already expensive army.&lt;br /&gt;
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==={{anchor|Ares}} Ares Pattern (Chapter Approved)===&lt;br /&gt;
[[File:LandRaiderAres000.png|200px|thumb|right|The Ares is like the discount [[Typhon Heavy Siege Tank|Typhon.]]]]&lt;br /&gt;
Decides to say &#039;&#039;&amp;quot;Fuck that shit&amp;quot;&#039;&#039; regarding transporting and seeks to become the most destructive linebreaker around, trying to eclipse even the dreaded [[Leman Russ Battle Tank|Leman Russ Demolisher]] and [[Vindicator]]. No transport capability, and costs about 50 points more than the standard Land Raider, but you get what you pay for; Twin-Linked Heavy Flamer Sponsons, Twin-Linked Assault Cannons and a fucking &#039;&#039;Demolisher Cannon&#039;&#039; make this thing filthy rape to anything with the misfortune of getting anywhere near it. This tank lacks tactical flexibility, as none of its weapons has a range of more than 24&amp;quot;(although due to power of the machine spirit its demolisher cannon actually has a threat range of 36&amp;quot;), but what it lacks in versatility it more than makes up for in close-range balls-out power, it concentrates on applying overwhelming fire-power to a single point in the enemy battle line. If your opponents weren&#039;t shitting bricks trying to kill/escape your Vindicators, they most assuredly will at the sight of this fucking thing. Tyranid players tend to weep tears of blood, piss themselves, and crap their pants all at the same time when these show up. Now if only Chaos had them so we could toss on a Havoc Launcher and make it possessed. Now that would be the &#039;&#039;ultimate&#039;&#039; blob destroyer.&lt;br /&gt;
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With the release of the Typhon you could spend fifty more points to get two more hull points and upgrade your gun to 7&amp;quot; blast Ignores Cover, but with the Ares people might actually play you.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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=== {{anchor|Terminus Ultra}} Terminus Ultra Pattern ===&lt;br /&gt;
[[File:Terminus.jpg|200px|thumb||right|Shouting &amp;quot;420 BLAZE IT!&amp;quot; or &amp;quot;IMMA&#039; FIRIN MA LASER!&amp;quot; will be met with disciplinary action.]]&lt;br /&gt;
Now available as a free upgrade for a Land Raider formation in Apocalypse, but only as the exclusive ride of [[Antaro Chronus]]. The Yang to the Ares&#039;s Yin, and the second of the &#039;&#039;&amp;quot;[[Commissar Fuklaw|fuck transporting]]!&amp;quot;&#039;&#039; Land Raiders, which lack transport capability and anything resembling subtlety, the Terminus Ultra is designed as a dedicated vehicle-killer, armed with a hilariously over-the-top three twin-linked Lascannons and two single lascannons, the Terminus Ultra can overheat and explode if it fires the bulk of its Lascannon payload &#039;&#039;(you should know however, that the chances of this happening are tiny, you need to roll FOUR 1&#039;s when rolling to hit, or 1 in 1296)&#039;&#039;. &lt;br /&gt;
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Known for making Vehicle units shit bricks, and for destroying [[Titan]]s on its own. Beam spam and Shoop Da whoop indeed. There aren&#039;t many other vehicles that are better at the role of tank destroyer than this. Plop these in a nice easily defended spot where your enemy will have to bring his vehicles, super-heavy vehicles, high value HQ units, monstrous creatures, and gargantuan through and turn their most valuable units into swiss cheese. Make a note, however, that it&#039;s generally inefficient for the role,  is a huge target and becomes 100% useless if facing blob armies of any sort - fight accordingly.&lt;br /&gt;
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It made it&#039;s way into the offical codex as of 8th, though still exclusively for the Ultramarines and as Lord of War for no clearly defined reason. It&#039;s chance of blowing itself up has increased now that&#039;s firing 8 lascannons a turn, but it&#039;s far less likely to kill itself when doing so, and keeping a captain or rhino primaris nearby can mitigate that risk. While inferior to other LoWs in regards to raw firepower (the fellblade can match it&#039;s number of shots and packs more firepower on top of that, with no risk of blowing itself up), the Terminus stands out with it&#039;s lower cost and ability to fire at 5 separate targets every round. As of Chapter Approved, the Terminus Ultra is now available to chapters other than Ultramarines as well - but only in open play!&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==={{anchor|Achilles}} Achilles Pattern (Forge World)===&lt;br /&gt;
[[File:Achilles_Pattern.jpg|200px|right|thumb|It&#039;s like [[Rogal Dorn]] thinking to himself, &amp;quot;Hmmmm...fortifying a Land Raider? Challenge accepted.&amp;quot;]]&lt;br /&gt;
The Achilles Pattern is the most heavily armored Land Raider, and was originally-created by the Imperial Fists.  The Achilles Pattern is a giant derpy hunk of metal, bristling with guns and designed to get in close, firing off heavy firepower before discharging its payload of troops right into enemy formations.  Its armor is impervious to the Lance and Melta special rules and most other weapons suffer a -1 on armor penetration rolls (essentially its armor is the same as a Necron Monolith&#039;s prior to the 5th Edition codex, it&#039;s just that the rules are given different names).  The only things killing it are heavy-bore anti-vehicle weapons like the Leman Russ Vanquisher outside of lucky shots with high-strength armor-piercing weapons, like a Baneblade or Terminus Ultra firing all of its weapons (thus using the law of averages to help in its attempt to pierce the armor), or anti-vehicle Titan guns (like those used by a Shadowsword or like the epic beamspam that can be unleashed by a Reaver or Warhound dual wielding Turbo-laser Destructors), or some weird shit like haywire, gauss, entropic touch and so on (because xenos are dirty cheaters). It mounts a devastating [[Thunderfire Cannon]] (which is a massive quad-barreled mortar that can cause several flavors of infantry death) and twin-linked Multi-Melta sponsons, but it carries only 6 people (that means only three termies), have no assault ramp and costs more than Ares and Terminus Ultra - generally those 6 places are for techmarine and his servitor retinue, or for command squad loaded with Plasmaguns. The earlier Achilles Alpha prototype swapped the Thunderfire Cannon for a Quad Mortar and was equipped with twin-linked Volkite Culverins as sponson weapons.&lt;br /&gt;
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Chaos Space Marines recently got access to this version of Land Raider as well through [[Imperial Armour]] volume 13. Along with access to all the typical upgrades for Chaos Space Marine vehicles, the Chaos Achilles swaps out the Thunderfire Cannon for a Quad Mortar, which is weaker and less capable of penetrating armor but compensates with the Pinning rule- and as a bonus, its pinning tests are made with a -1 penalty. On top of that, the Quad Mortar&#039;s Strength, AP, and Pinning test penalty all increase as the Chaos Achilles loses hull points, making it more and more deadly as it takes damage.  This is of course assuming it isn&#039;t killed in one turn like most vehicles do in the current meta when they draw the ire of the nearest D-strength weapon. God fucking damn it.&lt;br /&gt;
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As of 8th, it&#039;s gotten far nastier, with a pair of heavy 2 multimeltas and the quad launcher now has access to shatter shells, a set of short range shots with [[Rape|performance similar to battle cannon shells]]. It&#039;s armor has received the same buff, as it&#039;s previous collection of special rules have been removed and replaced with a blanket [[Awesome|4+ invul save]]. &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==={{anchor|Helios}} Helios Pattern (Forge World)===&lt;br /&gt;
[[File:Helios4dwje6q4no3.jpg|200px|right|thumb|The [[Whirlwind|Whirlwind&#039;s]] bigger and badder brother.]]&lt;br /&gt;
The Helios Pattern Land Raider is designed for fire support, replacing the usual [[Heavy Bolter]]s with a pair of twin-linked [[Lascannon]]s and sacrificing ten transport spaces for a missile battery from a [[Whirlwind]]. This allows it to provide heavy fire support at long ranges and with minimal opportunities for retaliation, though it&#039;s quite points-intensive for what it does, whilst the Achilles does it better. If you do use one, be sure to employ it with a [[shooty]] force that can actually use the damned thing, like a Devastator Squad. &lt;br /&gt;
&lt;br /&gt;
It was originally designed by the [[Red Scorpions]], who didn&#039;t trust the Imperial Guard to provide them with artillery support. Of course, this means that you&#039;re probably going to use it as an artillery tank, meaning you still have transport space. And a lot of armor. That will probably go to waste because you didn&#039;t just get a Whirlwind instead. It also has the option of taking an anti-air [[Whirlwind#Hyperios|Hyperios]] launcher, just in case you just want to equally pepper the skies in flak and falling plane bits hitting the ground at full speed. Although in terms of pound-per-points cost, it is still more efficient to just get a couple of Hyperios Missile Launchers themselves to fit the bill rather than wasting the points to put on a fucking Land Raider.&lt;br /&gt;
&lt;br /&gt;
It lost the Hyperios launcher in 8th, but it&#039;s missiles were reworked to be a decent combination of the whirlwind&#039;s two missile types and the buff to twin linked weapons upped it&#039;s firepower considerably. It&#039;s now effectively a combination of the predator annihilator and the whirlwind, but with 2+ armor, T8, and transport capability, all for only a small increase in the point cost over a predator and whirlwind. If you want a fun toy for your command squad, or have the points for more heavy support units and not the slots, the Helios is a worthwhile choice. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Prometheus}} Prometheus Pattern (Forge World)===&lt;br /&gt;
[[File:RaiderPrometheus.jpg|200px|thumb|right|A [[Ultramarines|Smurf]] Land Raider Prometheus. It&#039;s like staring at an open cesspool.]]&lt;br /&gt;
20 points more than a standard Land Raider, this variant loses a few transport spaces (it has 10, so no IC with your terminators) for two quad Heavy Bolters (because FUCK hordes) and some interesting abilities: you get to subtract one from your enemy&#039;s cover save (because fuck hordes, again) and you also get to choose whether or not to add 1 to your reserve rolls.  Essentially, you get to choose whether or not something comes in if you roll a 2.  Not bad, does it&#039;s job fairly well.  It&#039;s the only Land Raider that can&#039;t penetrate the armour of another Land Raider, so keep it away from tanks.&lt;br /&gt;
&lt;br /&gt;
In fluffy terms, [[Skub|there has been some debates on the true exact origins of this particular Land Raider.]] The exact origins of the &#039;Prometheus&#039; pattern Land Raider remains a mystery. Some Tech-adepts believe it to be a variant of the &#039;Tartarus&#039; pattern Land Raider, due to the striking similarities between the two. Although no clear evidence has been found to support this claim there is at least one archival report that depicts the vehicle, or else one that closely resembles it, that fought on the side of the Loyalists during the early period of the [[Horus Heresy]]. Others believe that it was the Salamanders which first produced it as they retain more Prometheus models, than any other Chapter and because they are often the go-too guys for &#039;super ornate shit with vague origins&#039; (strangely however, the Salamanders deny this claim which is completely out of character...[[Alpha Legion|unless]]...). In any case, the number of Chapters which do have a Prometheus within their Armories is unknown. For example, the White Scars only have four of these Land Raiders. There is even another version that the origins of &#039;Prometheus&#039; where in fact founded by the Landites - followers of the famous Arkhan Land.&lt;br /&gt;
&lt;br /&gt;
In 8th, it remains largely similar to it&#039;s 7th edition version. It&#039;s guns now [[Awesome|ignore cover entirely]], and the buff to reserve rolls has been changed to make one stratagem you use cost one fewer command point (to a minimum of one), so long as your warlord is embarked inside. This tanks offers a lot of tactical choices now, such as the choice between using your warlord as the beatstick he most likely is, and keeping him inside the tank to buff the army. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Proteus}} Proteus Pattern (Forge World)===&lt;br /&gt;
[[File:99590101236_ArmouredProteusLandRaider02.jpg|200px|right|thumb|The Proteus which is a Land Raider equivalent of [[Old Man Henderson]].]]&lt;br /&gt;
The Proteus pattern is the latest in the long line-up of Forge World turning its sucky job of covering for GW&#039;s old models and fluff into a glorious winblob of [[Awesome]]. This is the old, goofy-looking [[Rogue Trader]] Raider, all grown up. Barely even considered a Land Raider, it doesn&#039;t even use the same Phobos-pattern chassis as all of the other Land Raiders do. This thing is so old that [[Eldar]] consider it old.  This thing is so old it was a mysterious, time-shrouded relic when the [[Horus Heresy]] took place; i.e. the time from whence on all things made before that moment were mysterious, time-shrouded relics. This self-contained vehicle was supposedly used as a universal Main Battle Tank during humanity&#039;s first expansion, similar to the Leman Russ or Predator today; which just goes to show you how awesome things were back during the Dark Age of Technology. It was designed to combat all kinds of new and evolving enemies, as well as do exploratory recon work on unexplored worlds. So, on the wargame side of things, this thing is the metal-est box on the battlefield. It works like a normal Raider, with the option to switch out the Lascannons for Heavy Bolters or Heavy Flamers. But now, it gets the Scout rule, it can screw with enemy reserves rolling or buff your own rolls, it can get the Achilles&#039; anti-melta armor (but not the anti-Lance), and no Infiltrators can get within 24&amp;quot; of it. You can get a pintle-mounted Multi-Melta, Heavy Bolter, or Storm Bolter. But that isn&#039;t the best part. The best part is that Chaos gets it too. Finally, the [[Chaos Space Marines]] get to [[meme|FIRE THEIR LAZORZ]] at multiple targets!  And, Chaos gets to put on a pintle-mounted Havoc Launcher on top (so do loyal space marines as well if used in Horus Heresy and time span after that). And that thing is right next to the twin-linked Bolter, Heavy Bolter, or Multimelta we can put it too! The only downside to the Proteus is that it only has an 8 model transport capacity (assuming you take the Explorator Augury Web or the Ark of Unnameable Horror described below) due to its role as a universal tank, not a dedicated infantry ferry/weaponspam platform. It also lacks the frontal assault ramp and the Assault Vehicle rule, so don&#039;t even think about using this to drop termies. Loyalists should use it like a spearhead linebreaker, systematically killing tanks while screwing with reserves, and to safely transport some plasma gunners to rapid fire range.&lt;br /&gt;
&lt;br /&gt;
The Chaos version doesn&#039;t get to use the Explorator Augury Web; instead, it gets Fear and a nasty toy called the Ark of Unnameable Horror. Whatever is in it is so horrible that anyone shooting at it has to take a pinning test before they attack- failing the test means the shooter must forfeit their attack and go to ground immediately. Although artillery, Fearless units, and units with no Ld score are exempt from this effect, it gives the Chaos Proteus an extra degree of protection against shooty foes, encouraging them to be used in a far more aggressive manner than their Loyalist counterparts. Of course, using it to ferry a few Havocs or Chosen to where they need to be is a good idea as well.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Excelsior Pattern (Warhammer World exclusive)===&lt;br /&gt;
[[File:Space-Marine-Land-Raider-Exelsior-Command-Tank.jpg|200px|thumb|right|The Land Raider Exelsior. For when you both need to lead and destroy.]]&lt;br /&gt;
The Excelsior is a command vehicle, equipped with augur and communications arrays to effectively deliver orders on the battlefield. Due to the equipment and weapons it carries, it is quite the rare piece of tech to field.&lt;br /&gt;
&lt;br /&gt;
A newly announced variant of Land Raider described as a command tank, the ridiculously named Excelsior, (which means &amp;quot;high&amp;quot; so, highest landraider) has the Phobos&#039; Lascannon sponsons but replaces the hull Heavy Bolters with a [[Grav-Weaponry|Grav-Cannon and Grav-Amp]], and it can take a Combi-Plasma as a pintle-mounted weapon instead of the standard Storm Bolter. Basically a Rhino Primaris on too much hormonal growth, if anything it pairs quite well with the Rhino.&lt;br /&gt;
&lt;br /&gt;
It comes with a 6++ invulnerable save and built-in immunity to Crew Shaken and Crew Stunned, but that&#039;s not its main draw. That would be its Tactical Authority rule- at the start of each shooting phase, any model of the same faction as the Excelsior within 12&amp;quot; (18&amp;quot; with the right upgrade) gets their choice of Counter-Attack, Fearless, Hit and Run, Interceptor, Skyfire, Preferred Enemy, and Tank Hunters. Finally, it gains an extra +1 BS as long as it&#039;s within 24&amp;quot; of a [[Rhino|Rhino Primaris]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Wrath of Mjalnar Pattern (Chapter Approved, only for Open Play)===&lt;br /&gt;
[[File:LRMjalnar.jpg|200px|thumb|right|The Wrath of Mjalnar. A more practical way to mount a freeze-ray in contrast to the [[Stormfang|flying cargo container.]]]]&lt;br /&gt;
Because of course the [[Space Wolves|Furries]] need another special vehicle to suit their [[Mary Sue|special snowflake needs.]]&lt;br /&gt;
&lt;br /&gt;
The Land Raider Wrath of Mjalnar is a variant of the Land Raider, that was created by the Space Wolves Chapter. What makes it unique among normal Land Raider is its main armaments, which are twin [[Helfrost Weaponry|Helfrost Cannons]] and two twin Lascannons. Whilst the Lascannons are pretty standards, the introduction of not one but &amp;lt;u&amp;gt;two&amp;lt;/u&amp;gt; Helfrost Cannons makes it a pretty special looking Land Raider. How the Yiffers manage to do such unsanctioned modification without starting a war with the Mechanicus for [[Heresy|obvious reasons]] is unknown. Although it could be explain via the aftermath of the First War for Armageddon and the Cold War between the Wolves and the Inquisition.&lt;br /&gt;
&lt;br /&gt;
Anyways, because of its Helfrost weapons, the Wrath of Mjalnar is a dedicated anti-tank vehicle as the Helfrost Cannons instantly turn the strongest of armor into brittle and immobile targets for the ensuing Lascannon fire. These makes the likes of Superheavies and even light skimmers vulnerable to these payloads.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the introduction of these weapons makes this specific Land Raider to lose its transportation capability. Being able to only have a transport capacity of 5.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Solemnus Aggressor Pattern (Chapter Approved, only for Open Play)===&lt;br /&gt;
[[File:LRAggressor.jpg|200px|right|thumb|The Solemnus Aggressor, making the Land Raider Prometheus feel useless for 1,000 years and counting.]]&lt;br /&gt;
Think Land Raider Crusader on steroids.&lt;br /&gt;
&lt;br /&gt;
The [[Dark Angels|brooding, secretive organization]] saw the [[Heresy|heretical]] things the Space Wolves were doing with their Land Raiders and decided their &#039;friendly&#039; rivalry will not be concluded in the Furries&#039; favor. Not to be outdone, the Dark Angels released their own version of the Land Raider to one-up them in a show of [[Lulz|absolute hilarity.]] The Solemnus Aggressor is born.&lt;br /&gt;
&lt;br /&gt;
It is not known whether this thing was a relic discovered and kept by the Dark Angels or a piece of tech-heresy that will rile up even the most tightly screwed pants of a Mechanicum Magos. What is known is that this thing is every blob and tarpit armies worst nightmare (The Blood Angel&#039;s Angel Infernus is [[Skub|arguably/maybe better]]). Why is it so rapetastic? Well, because this monster packs quite the punch. Its main armaments are twin Assault Cannons, two Heavy bolters and two Hurricane bolters, which gives the Solemnus Aggressor the firepower to shatter an infantry advance in a single volley.&lt;br /&gt;
&lt;br /&gt;
Seriously, [[Dakka|16 guns on almost all sides.]] I don&#039;t care how much [[Termagaunt|Termagaunts]] you have, they&#039;re all gonna turn into mince meat on the first turn.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Angel Infernus Pattern (Chapter Approved, only for Open Play)===&lt;br /&gt;
[[File:LRInfernus.jpg|200px|right|thumb|If you are not wearing fully enclosed ceramite armor that is at minimum, 15 centimeters thick. Consider yourself quite boned.]]&lt;br /&gt;
The close range assault dakka to the Solemnus Aggressor&#039;s long range assault dakka. It&#039;s every [[Sisters of Battle|Sister&#039;s]] wet dream (not personally involving [[Sanguinius]] that is) come true and a vehicle that would be more appropriate with the [[Salamanders]] than the [[Blood Angels]].&lt;br /&gt;
&lt;br /&gt;
Like the Solemnus Aggressor, it is not known whether this thing was a relic discovered and kept by the Blood Angels on Baal&#039;s somewhat heretical underground tech caves. But what is &#039;&#039;definitely&#039;&#039; known is that this Land Raider focuses mainly on flamers. Kind of a reverse Wrath of Mjalnar if you count the twin-linked Helfrost cannon as a reverse flamer. Its armament is the perfect ingredient in cooking blob armies to medium rare.&lt;br /&gt;
&lt;br /&gt;
Its main armaments are twin Assault Cannons, two Heavy Flamers and two Flamestorm Cannons as well as a pintle-mounted Multi-Melta just to be sure. Essentially, 8 barrels of &amp;lt;u&amp;gt;&#039;&#039;&#039;Hell&#039;&#039;&#039;&amp;lt;/u&amp;gt;. These weapons allow the Angel Infernus to unleash firestorms so intense, that even the most dug-in defenders are reduced to ashes in a heartbeat, Tarpitters would melt &#039;&#039;literally&#039;&#039;. It is gobsmacking that the Blood Angels did not use more of these during the Devastation of Baal fiasco.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Hades Diabolus Pattern (Chapter Approved, only for Open Play)===&lt;br /&gt;
A Chaos only Land Raider variant, equipped with a hull mounted Reaper Autocannon, Sponson Twin Lascannons and Sponson Heavy Bolters. Created and used by the [[Black Legion]] during the Fall of Cadia to turn Cadians Infantry and Tanks into chunks, and it started gaining popularity within the Chaos Marines forces ever since.&lt;br /&gt;
&lt;br /&gt;
Just as some of the loyalist Space Marine Chapters have adapted their Land Raiders to suit their particular styles of warfare, so some especially well-resourced or innovative Heretic Astartes factions have done the same. Perhaps the most enduring traitor Land Raider variant so far recorded is the Hades Diabolus, which was developed by the [[Black Legion]].&lt;br /&gt;
&lt;br /&gt;
===Anvilarum Pattern===&lt;br /&gt;
An obscure pattern of Land Raider only mentioned offhand in one of the Black Library novels. Its weapon loadout is unknown, but it is said to have been open-topped, uplink-modified, and capable of carrying [[Dreadnought]]s into battle. It is said they were made in rememberance of ancient Terra&#039;s chariots.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Variants}} [[Looted]] Land Raider===&lt;br /&gt;
[[File:Looted_Land_Raider_Battlewagon.jpg|200px|thumb|right|OI! WE&#039;Z GOT DA MOST DAKKA TANK FROM DA UMIES BOSS!]]&lt;br /&gt;
Every once in a while, an [[Ork]] [[Looted|gets it into his head]] to [[Blood Ravens|capture, rather than blow up, a Land Raider]], or [[Adeptus Mechanicus|salvage one from a bombed-out husk]]. Once the thing&#039;s been made suitably [[Ork]]y, it makes for a great Battlewagon, and though most Orks extensively modify the design until little of the vehicle&#039;s original shape remains, a few enterprising Orks like the boxy design of the Land Raider, and modify their vehicle accordingly. [[Counts As|Though it can no longer be considered a true Land Raider]] due to the various modifications the Orks have made to it, it&#039;s still killy and flash.&lt;br /&gt;
&lt;br /&gt;
Certain ambitious/filthy rich Orks can also turn the Land Raider into a supped up [[Battlefortress]]. They just replaced the main cargo transport capacity and use that empty space to mount a [[Dakka|giant fucking gun on the top.]] It is also noted that such Land Raiders are converted into the Rokkitspitta variant of the Battlefortress or the anti-air Flakk Battlefortress. The amount of things you can mount on a empty troop compartment bay is endless&lt;br /&gt;
&lt;br /&gt;
Just don&#039;t expect its [[Machine Spirit]] [[Rage|to go too swimmingly well with its new makeover.]] Chances of malfunctioning and exploding: Too damned high for the cost.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Grav-Raider===&lt;br /&gt;
While it&#039;s never gotten a model, the existence of a Land Raider even larger than a Spartan Assault Tank fitted with anti-gravitic plates that allowed it to function as a skimmer has been mentioned in the Horus Heresy novels. Quite notably, Arkham Land used one as his personal transport (the appropriately named &#039;&#039;Land&#039;s Raider&#039;&#039;), which was equipped with a turret-mounted [[Volkite Weaponry|quad- Volkite Caliver]] array. Incidentally, this also makes it the only known model of Land Raider with a turret-mounted weapon.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.youtube.com/watch?v=RvdD50nSISs  Forge World talks about the history of the vehicle]&lt;br /&gt;
* [http://www.chamber42.com/files/datasheets/Ares/Archive/Ares_Final_4th_ED.pdf  Original 4th Edition Land Raider Ares Datasheet from the original creator]&lt;br /&gt;
* [http://chamber42.com/blog/archives/251  Updated 8th Edition Land Raider Ares Datasheet from the original creator]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:ChaosRaider.jpg|A [[Chaos]] Land Raider, impressively modded.&lt;br /&gt;
File:Party Raider.jpg|Another modded out Chaos Land Raider, belonging to the [[Emperor&#039;s Children]]. It functions as an assault transport and mobile crack party.&lt;br /&gt;
Image:RaiderCrusader.jpg|A [[Ultramarines|Smurf]] Land Raider Crusader. This design originated with the [[Black Templars]].&lt;br /&gt;
Image:RaiderRedeemer.jpg|A Land Raider Redeemer, widely known for being one of the only things that can scare Tyranids.&lt;br /&gt;
Image:RaiderAres.png|A [[Dark Angels]] Land Raider Ares&lt;br /&gt;
Image:TerminusUltra.jpg|A [[Salamanders]] Terminus Ultra, in all of its Las-cannony glory. (IMMA FIRIN&#039; MAH LAZORS!!!!!)&lt;br /&gt;
Image:RaiderAchilles.jpg|A [[Minotaurs]] Land Raider Achilles. Fielding one may inspire [[Rage|fury]].&lt;br /&gt;
Image:RaiderHelios.jpg|A [[Space Wolves]] Land Raider Helios. Aim away from eyes and face.&lt;br /&gt;
Image:Looted_Land_Raider.jpg|WE&#039;Z GOT DA BEST [[METAL BOXES|BOX]] ON DA FIELD!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Vehicles}}&lt;br /&gt;
{|align=center border=2 cellspacing=0 cellpadding=4&lt;br /&gt;
|-&lt;br /&gt;
!colspan=1| Adeptus Astartes!! Other Imperials!! Chaos&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
{{Marines-Forces}}&lt;br /&gt;
{{Blood Angels}}&lt;br /&gt;
{{Dark Angels}}&lt;br /&gt;
{{Deathwatch}}&lt;br /&gt;
{{Grey Knights}}&lt;br /&gt;
{{Space Wolves}}&lt;br /&gt;
|&lt;br /&gt;
{{Custodes}}&lt;br /&gt;
{{Mechanicus}}&lt;br /&gt;
{{Template:Inquisition}}&lt;br /&gt;
|&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
{{Thousand Sons}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Blood_Angels&amp;diff=98049</id>
		<title>Blood Angels</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Blood_Angels&amp;diff=98049"/>
		<updated>2018-07-11T21:10:37Z</updated>

		<summary type="html">&lt;p&gt;2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Blood Angels&lt;br /&gt;
|Heraldry = [[Image:Blood_Angels_Pauldron.jpeg|center|140px]]&lt;br /&gt;
|Battle Cry = &amp;quot;By the blood of Sanguinius!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;For the Emperor and Sanguinius!&amp;quot;&lt;br /&gt;
|Number = IX&lt;br /&gt;
|Founding = [[First Founding]]&lt;br /&gt;
|Successor Chapters = [[Angels Encarmine]]&amp;lt;br&amp;gt;[[Angels Sanguine]]&amp;lt;br&amp;gt;[[Angels Vermillion]]&amp;lt;br&amp;gt;[[Blood Drinkers]]&amp;lt;br&amp;gt;[[Blood Legion]]&amp;lt;br&amp;gt;[[Blood Swords]] (claimed otherwise in Codex: Blood Angels 5th Edition by [[Matt Ward]], so take that as you will)&amp;lt;br&amp;gt;[[Exsanguinators]]&amp;lt;br&amp;gt;[[Flesh Eaters]]&amp;lt;br&amp;gt;[[Flesh Tearers]]&amp;lt;br&amp;gt;[[Knights of Blood]]&amp;lt;br&amp;gt;[[Knights Sanguine]]&amp;lt;br&amp;gt;[[Lamenters]]&amp;lt;br&amp;gt;[[Red Wings]]&amp;lt;br&amp;gt;[[Carmine Blades]]&lt;br /&gt;
|Chapter Master = [[Dante]]&lt;br /&gt;
|Primarch = [[Sanguinius]]&lt;br /&gt;
|Homeworld = [[Baal]]&lt;br /&gt;
|Specialty = Rapid assaults, close combat, being &#039;&#039;fabulous&#039;&#039;&lt;br /&gt;
|Strength = ~1000 Marines&lt;br /&gt;
|Allegiance = [[Imperium]]&lt;br /&gt;
|Colours = Red with black detailing&lt;br /&gt;
}}&lt;br /&gt;
{{Topquote|Man is neither angel nor beast, and the misfortune is that he who would act the angel acts the beast.|Blaise Pascal}}&lt;br /&gt;
{{Topquote|From his Blood are we born! From his essence are we made! From his passion comes our art! From his nobility comes beauty. From his might stems justice. From his thirst is born righteous rage!|The Final Charge of the [[Lord of the Rings|Rohirrim]]--err, Blood angels.}}&lt;br /&gt;
{{Topquote|We are born of the blood, made men by the blood, undone by the blood; Fear the old blood.|Provost Willem}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blood Angels&#039;&#039;&#039; were the 9th [[Space Marine]] Legion created by the [[Emperor]]. They are so named because of their tendency to &lt;br /&gt;
use blood as a central symbol of their particular warrior-monk rituals, and because of their susceptibility to the [[Red Thirst]], a wild bloodlust that arises in them during battle. If he fails to control his Red Thirst, a Blood Angel may succumb to the [[Black Rage]] (the [[Grimdark|Grimdarkest]] of Daddy Issues), after which he becomes a completely insane killing machine with no regard for his own safety who will try to destroy the Emperor&#039;s foes even if all he has left is a bloody stump of one leg. This has led to the Blood Angels being viewed as basically vampires [[Meme|IN SPEHSS]], and unfortunately as the [[Twilight|Team Edward]] to the [[Space Wolves]] [[Twilight|Team Jacob]]. If you are not already completely indignant, see the second image at the bottom of the page for additional [[rage]]. We&#039;ll wait. …...Yeah, how much does that blow? Here&#039;s the good news, though: that&#039;s pretty much the only thing that sucks (PUN) about the Blood Angels. Everything else is [[awesome]] apart maybe from [[Skub|&#039;nipple&#039; armour]], but the rest is all cool, angelic and bloody and all. &lt;br /&gt;
&lt;br /&gt;
The cause of the Black Rage basically amounts to the most epic case of an absent-daddy complex ever. Just with a high chance of being skullfuckingly angry/awesome at the same time. You see, during the [[Horus Heresy]], the Blood Angels&#039; [[Primarch]], [[Sanguinius]], was slain by [[Horus]] himself just before the Emperor destroyed Horus. This subsequently [[RAGE|fucked up]] the mental stability of all future generations of Blood Angels, and when one of them is overtaken by the Black Rage, he literally believes he is Sanguinius and relives in vivid detail the final battle with Horus and his traitor legions at the Battle of [[Terra]]. &lt;br /&gt;
&lt;br /&gt;
Oh, and [[Hive Fleet Leviathan]] have been coming to devour their homeworld [[Baal]] for a few editions while it is also being attacked by a [[Khorne|Khornate]] army led by their ancient enemy, the [[Bloodthirster]] [[Ka&#039;bandha]]. 8th edition &amp;quot;progressed&amp;quot; the story with the attack and [[Devastation of Baal|devastation of the Baal]] system where the Blood Angels and almost all their successor chapters were ready to receive them. Both moons were stripped of all life (yummy yummy radioactive wastes) and the main planet was wrecked with trillions of bugs, with the last survivors making one last charge--facing their fate like men in the ruins of the planet.&lt;br /&gt;
&lt;br /&gt;
This is when the [[Great Rift]] opened up and cut Baal from the real space, yet the [[Tyranids]] on the ground forgot about the synapse shenanigans and continued to enjoy their first winning campaign since like forever. By the time the Warp was stable, all the bug-ships had vanished and Ka&#039;Bandha had wiped out everything on one of Baal&#039;s moons--but in an odd show of his tsundere side for the Blood Angels, primarily summoned his lesser ilk to fight off the Tyranids, until the chapter master of the [[Knights of Blood]] chapter, Sentor Jool, engaged the Bloodthirster in single combat, which sounds stupid, but actually comes off completely fuckawesome and manly...while also being a pretty stupid thing to do. &lt;br /&gt;
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Luckily for them the cicatrix maledictum had royally fucked up the hive fleet, completely disappearing some portions and annihilating the rest. The Blood Angels last stand culminated in Dante further fucking over the hive mind in a good bout of fisticuffs with the [[Swarmlord]]. The [[Legion of the Damned]] and the [[Sanguinor]] provided timely reinforcement--with true salvation arriving when the warp storms abated and the arrival of the [[Indomitus Crusade]]. Though [[Roboute Guilliman]] confided later that all they really had to do was finish off the stragglers that had survived the fleet and the warp storms--which was a nice clean way to provide some dignity to the severely depleted Sons of Sanguinius for the fanboys who had already been rolling their eyes over their [[Spiritual Liege]] coming to save them.&lt;br /&gt;
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Baal Primus is a blasted shithole now (well...more of one, anyway) and is now uninhabited. In an odd show of [[noblebright]], Guilliman ordered the mechanicus to terraform Baal Secundus back into its paradisal state before the long night, [[Wat|apparently something they&#039;ve long been able to do, they just kept it shitty to make for better (read:Tougher) recruits.]] Afterwards Big Bobby-G in a decidedly bro-tier move made Commander Dante the Warden of Imperium Nihilus--effectively ceding command of wholly HALF of the Imperium (the shitty half maybe...) and restored their ability to create new marines, provided fresh [[gene-seed]] and were granted the ability to produce new [[Primaris Space Marines]] along with all of the existing Primaris marines with Sanguinius&#039; bloodline. They capped off the noblebright with allowing all the mortal boys who fought in defense of Baal to become Blood Angels, no questions asked, as they had already proven their worth defending their world. So a bit of a rollercoaster of emotions that day, to say the least.&lt;br /&gt;
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==History and Background Fluff==&lt;br /&gt;
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[[File:Blood angel aspirants.jpg|300px|thumb|left|Welcome motherfuckers, have some blood. You&#039;ll be as pretty as us in no time.]]&lt;br /&gt;
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The Blood Angels&#039; Primarch was [[Sanguinius]], who was best known for being a [[Pretty_Marines|pretty]] [[Mutant]], a charismatic guy with a bad temper that made him look like Satan, and he was apparently a total bro. Basically, to the Space Marine legions and the rest of the Primarchs, he was [[This Guy]]. They all loved him. Even Horus, after he fell to [[Chaos]], lamented that Sanguinius in particular was no longer by his side. He also had a pair of huge, angel-like wings; no one is sure if this had something to do with the radiation on Baal or if he just came out of his birthing pod like that, but the citizens of Baal nearly killed him for it when he was found at the site now known as Angel&#039;s Fall. ([[Emperor|Emprah]] have mercy on anyone who uses the [[Mutant|m-word]] around the Blood Angels, though.) Many of the Blood Angels imitate the power and majesty of their beloved Primarch&#039;s wings by focusing on jump pack assaults, so the Blood Angels and their successor chapters doctrinally see a lot more [[Assault Squad]]s than the typical Space Marine army. Their current Chapter Master is [[Dante]], the oldest non-Dreadnought-interred loyalist Space Marine in history. &lt;br /&gt;
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They had a brotherly rivalry with the [[World Eaters]] (if only the [[Imperial Fists]]/[[Iron Warriors]] and [[Ultramarines]]/[[Word Bearers]] could have managed that…) which got pretty messy when the [[Horus Heresy]] started. Also, they are one of the only chapters that can call on its successor chapters and reasonably expect more than just a courtesy call back, [[Angels Vermillion|even the ones]] [[Flesh Tearers|that don&#039;t like them all that much]]. The only other ones that we can find who can do that are the [[Dark Angels]] (&amp;lt;s&amp;gt;for obvious reasons&amp;lt;/s&amp;gt; ANY IDEA THAT THE DARK ANGELS AND THEIR SUCCESSORS ARE CONNECTED IS FALSE THE DARK ANGELS ARE THE MOST LOYAL TO THE IMPERIUM!), [[Imperial Fists]] and the [[Wat|Ultramarines]] (redundant statements since the majority of chapters with successors do this, since the Wolves and Salamanders don&#039;t even have successors that just leaves two chapters with successors who can&#039;t). This is pretty justified for the Blood Angels, as all Blood Angel descendants are united by the twin curses/blessings of Sanguinius. So you mess with one of them too much, you might just get an entire legion attacking you. Or if it were during the Time of Ending, you might get them to unite to defend their ancestral homeworld, Baal. &lt;br /&gt;
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[[File:Warhammer 40K blood angels wallpaper (1).jpg|300px|thumbnail|right|A Marine putting the &#039;blood&#039; in &#039;Blood Angel&#039;.]]&lt;br /&gt;
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The Blood Angels&#039; themes and motifs are drawn from vampire and Faustian mythology as well as some Catholic traditions. They [[Beakie|commonly fly (with jump packs)]], [[Twilight|are eternally youthful]], [[Vampire|drink blood, and sleep in coffins]]. They are also noted for naturally living longer on average than the Marines of any other chapter. When a Blood Angel dies, a [[Sanguinary Priest]] (what they call their [[Apothecaries]]) extracts his gene-seed using a device called an exsanguinator. When it comes time to implant it in an Initiate, the Initiate must receive it by drinking from a Blood Chalice (&#039;insanguination&#039;), which also contains the essence of Sanguinius. The story of [[Mephiston]], the Blood Angels&#039; chief librarian, closely parallels the legend of Faust, a scholar who sells his soul to the devil in return for great knowledge and power (hell, he&#039;s named after the manifestation of the devil in the story, Mephistopheles or Mephisto). The names of their special characters and vehicles have an Italian flavor—Dante, the Furioso Dreadnought, Brother Corbulo. Corbulo, known as the chapter&#039;s High Sanguinary Priest, carries the Red Grail, which contains the blood of Sanguinius himself. Also, do we have to point out that the word &#039;sanguis&#039; literally means &#039;blood&#039; in Latin? Well, there you go. &lt;br /&gt;
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In times of dire need, they are aided by the [[Sanguinor]], a guy who seems to be a Blood Angel in a more literal sense. Maybe he&#039;s some psychic manifestation of the Chapter. Maybe he&#039;s a ghost of Sanguinius. Nobody knows. The important thing is that he enjoys piledriving [[Bloodthirsters]] from space, killing [[Eldar]] [[Khaine|Avatars]], and killing a bunch of Night Lords, saving Dante&#039;s life in the process as it was otherwise a textbook suicide mission, a redemptive one, to be specific. In recent Black Library tales he appeared to lead Blood Angels brethren in a heroic last stand against Hive Fleet Leviathan, where the squad sergeant [[anal circumference|punched a hole in a Carnifex&#039;s chest]] [[Awesome|after being impaled, allowing the rest of his squad to live]]. He took off after that, but not after he managed to [[Noblebright|renew the Astartes&#039; faith in humanity.]]&lt;br /&gt;
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==Combat Doctrine==&lt;br /&gt;
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[[File:Helmet Colours.jpg|200px|thumb|right|Helmets for the Blood Angels play a very important part in their chapter—easy color coding to identify squad type &#039;&#039;and&#039;&#039; an incentive to keep your sexy face covered to [[Nemeroth|prevent easily avoidable death by helmetlessness]].]]&lt;br /&gt;
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The Blood Angels took the establishment of the [[Codex Astartes]] as official Space Marine doctrine with [[Imperial Fists|notably less]] [[Space Wolves|bitching than]] [[Salamanders|other chapters]] due to the death of their Primarch and the onset of the Black Rage. They follow the strictures of the Codex as far as they see wisdom in it: the chapter is comprised of a thousand Blood Angels and divided into ten companies, each of which is headed by a captain. The First Company is comprised of veterans, and the Tenth Company is comprised of Scouts and Neophytes who have not yet become full Marines. Obviously though, none of the blood rituals and other [[Pretend|weird shit]] is Codex-approved.&lt;br /&gt;
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Like their brethren in the [[Raven Guard]] though, the Blood Angels have a natural predilection for using jump packs and their own free will ([[Ultramarines|as opposed to blindly]] [[Red Scorpions|following the Codex]]). Due to their chapter&#039;s [[Black Rage|curse]], they have had to tweak things a bit; once they complete their training as Scouts, Blood Angels immediately go into [[Assault Squad|Assault Squads]] rather than [[Devastator Squad|Devastator Squads]], as the Codex Astartes would have it, though not only because of these little scamps&#039; brashness. The constant close combat also allows Blood Angel officers to identify the noobs who can control their Red Thirst as well as those who cannot, and thereafter keep tabs on the latter group. Devastator Squads in the Blood Angels Chapter are reserved for Marines who have better control of the Red Thirst than most, because heavy fire support isn&#039;t very useful when the people providing it have psychopathic ADD. &lt;br /&gt;
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The few Blood Angels that decide they don&#039;t like jumping like maniacs into swarms of enemies, and instead prefer biking like maniacs into swarms of enemies, are regarded as some of the best biker Marines in the Imperium, following closely behind the [[White Scars]] and the Dark Angels&#039; [[Ravenwing]].&lt;br /&gt;
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==Tools of the Trade==&lt;br /&gt;
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[[File:Tumblr niexunCRca1tvfheeo1 1280.jpg|300px|left|thumb|[[Sanguinius]] proclaimed, &amp;quot;War is an art form,&amp;quot; and the Blood Angels said, &amp;quot;Well, that sounds [[Pretty Marines|absolutely fabulous]]. Get me some gold.&amp;quot;]]&lt;br /&gt;
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Blood Angels are known throughout the Imperium to be master artisans. Their long lifespans allow them time to perfect whatever trade they set their mind too, whether they are crafting the infamous, hand-sculpted artificer &#039;nipple&#039; armour, [[What|bolters worth more than an Imperial hive city]], or even if they&#039;re simply painting vehicles and power armour. The philosophy behind this practice is that you cannot hope to know the value of what you&#039;re fighting for if you cannot understand its beauty.&lt;br /&gt;
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Blood Angels are also known for their prevalent use of [[flamer|flamers]] and [[melta]] weapons. While they don&#039;t employ them as plentifully as the [[Salamanders]] do, they are nearly as masterfully constructed. The Sons of Sanguinius have taken a liking to the hand flamer, which gives them the assault capability of a flamer, but leaves their sword arm free to use in close combat. Heavy flamers can also be found in many of their Tactical Squads as an assault deterrent as well as on the side sponsons of Baal Predators to compliment the Flamestorm Cannon, which ruins any infantry unit&#039;s day. &lt;br /&gt;
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They also reeeeeeally like the Inferno pistol. Nearly everyone has one, including the [[Dante|Chapter Master]].&lt;br /&gt;
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The aforementioned Baal Predator is a unique tank manufactured by the Blood Angels. It is an anti-infantry assault tank equipped with [[Dakka|twin-linked assault cannons and heavy flamers]] that was acquired in a pre-heresy campaign that nearly broke all their relationships with the Mechanicus. Even to this day, things are still a bit touchy. Luckily, the Techmarines of the chapter quickly reverse engineered the overcharged &amp;quot;Lucifer-class&amp;quot; engines onto nearly all their vehicles. &lt;br /&gt;
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The Blood Angels&#039; de facto relic weapons are called Glaive Encarmines—&#039;glaive&#039; apparently meaning &#039;sword&#039; in this case rather than the halberd-type weapon it&#039;s associated with. They&#039;re made out of a mono-filament metal called &#039;angel-steel&#039; and are purportedly so perfectly crafted that they never bend or warp. The secrets to their manufacture are jealously guarded by their Artificers. This is represented by their master-crafted universal special rule. They come in two flavors, a Carmine Sword or a Carmine Axe.&lt;br /&gt;
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==The Red Thirst, The Black Rage, and You!==&lt;br /&gt;
The Blood Angels and their successor chapters have a genetic defect in their gene-seed known euphemistically as &amp;quot;The Flaw&amp;quot;. It seems to have much more representation in the [[fluff]] than in the [[crunch]], but that&#039;s standard fare for a life-threatening, damnation-courting mutation that can pop up at any time.&lt;br /&gt;
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===Red Thirst===&lt;br /&gt;
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[[File:BA&#039;s.jpg|thumb|left|500px|[[Ultramarines|You&#039;ll never see a Blood Angel go]] &amp;quot;Oh nooooes, a fleet of nice squishy flesh-bugs coming to devour our system, we&#039;re doooomed...&amp;quot;. Maybe because it&#039;s an excellent way to let loose for a bit.]]&lt;br /&gt;
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The Red Thirst is what makes the Blood Angels space vampires,&amp;lt;s&amp;gt; or Team Edward &amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|PURGE THE UNCOMFORTABLE THEMATIC PARALLELS OF POPULAR CULTURE!}}&lt;br /&gt;
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The [[Red Thirst]] has been a part of being a Blood Angel since the [[Great Crusade]]. Sanguinius went to great lengths to hide it from the Emperor for fear of being [[First Founding#Two Unknown Legions|expunged from the Imperium]], although odds are that the Emperor already knew. He even introduced [[Chaplain]]s to the Blood Angels legions before the Edict of Nikaea, not just to monitor psykers, but to look out for brothers who might be giving into their bloodlust.&lt;br /&gt;
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In the lore the general effect is that the Red Thirst makes a Blood Angel an [[Angry Marine]] with a thirst for actual goddamn blood. Thus most Blood Angel Chaplains require certification for anger management therapy before they get the job. Their duty is to ensure that the assorted Marines are not showing signs of bloodlust, and to throw them into a battle if they are [[Grimdark|so they can stave off total madness a bit longer]]. However, all battle-brothers who suffer the effects of the Flaw long enough will eventually become overrun with their rather literal thirst for vengeance, succumbing to the Black Rage. After this, their lives will consist of utterly suicidal front-line charges to [[rip and tear]] the enemy as much as possible, before they eventually receive an honorable death in combat against the Emperor&#039;s foes. Those unlucky enough to survive to the end of the battle will either be given [[Blam|the Emperor&#039;s Peace]] by [[Astorath]], or [[Grimdark|imprisoned within the Tower of the Lost as a hopeless, dribbling maniac until they are required on the field of battle once more.]] This happened in Devastation of Baal, where the victims of the curse were seen as having mutated into hulking beasts who moved on all fours like gorillas. They were released to hold off the hordes of Daemons and Tyranids.&lt;br /&gt;
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[[File:Blood-angel-dantewontdie.jpg|thumb|right|300px|I told you about the Red Thirst bro! Also, quite funny the artist shares his name with the BA chapter master.]]Some chapters are more susceptible than others. The imaginatively named &amp;quot;[[Blood Drinkers]]&amp;quot; are notorious amongst their allies for allegedly leaving exsanguinated corpses wherever they show up. On the upside, Blood Drinkers are one of the few chapters who have [[Deathwatch (RPG)|tangible rules]] regarding how they handle the Red Thirst: if they have recently sated themselves, they gain a boost to WS, and suffer penalties to morale checks if they refrain from feeding.&lt;br /&gt;
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On the tabletop, this has historically been changed in every single incarnation of the rules as GW continually changed their minds over how the Thirst should be represented; in 7th edition, they just give the flat bonus of Furious Charge to everything (including dreadnoughts); but if you get a bunch of Blood Angels together in the correct FOC or formation, then they also get +1 to Initiative when charging (&#039;&#039;á la&#039;&#039; old-school Furious Charge), which is a very strong advantage. In 6th edition, Red Thirst had the odd consequence of occasionally making a unit Fearless and Furious Chargers if they give into the temptation, though independent characters had enough control over themselves that they were mostly immune, with a [[Erasmus Tycho|few]] exceptions. Going further back, into 3rd edition, the Red Thirst made a bit more sense and was something to actually be wary of, as your units had a potential to lose control at the thought of blood and move out of position towards the enemy. This really wasn&#039;t [[fun]], especially if your Devastator Squads didn&#039;t pull that critical round of shooting.&lt;br /&gt;
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New in 8th it comes back with a vengeance. Allowing any infantry who charged, has been charged, or is performing a heroic intervention, to add +1 to the to wound roll. Meaning, when red thirst is in affect, [[awesome|you&#039;ll never be wounding on anything worse than 5+]].&lt;br /&gt;
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===Black Rage===&lt;br /&gt;
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[[File:Death company by fonteart-d6ay2k7.jpg|250px|thumb|Note the ancient, unfathomable fury, and run away pissing yourself.]]&lt;br /&gt;
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On the other hand, the [[Black Rage]] is the Red Thirst&#039;s angrier, more troublesome brother. You know, the one who dresses in black all the time, and who shows up at random times to complicate your life and embarrass your family. It&#039;s a terminal state in which the battle brother has not only succumbed to the Red Thirst, but has had a total psychotic breakdown. Or if you&#039;re feeling particularly poetic: it&#039;s the psychic scream of a dying demi-god that got stuck in his progeny.&lt;br /&gt;
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Battle-brothers who succumb to the Black Rage are overcome with visions of Blood Angel battles during the [[Horus Heresy]], and a few even imagine themselves to be [[Pretend|Sanguinius battling Horus on his battle barge]]. This of course has the unfortunate side effect of making them completely lose touch with reality, fighting a battle that they can never ever win since the outcome of the hallucinations has already occurred. On the plus side though, their disconnection with what is going on around them turns them into immensely powerful warriors, since each and every one of them believe in some way that they are Sanguinius.&lt;br /&gt;
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Long story short, a Marine afflicted with the Black Rage will become even angrier than an [[Angry Marine]], and with even less self-control(which means they are effectively each Nightbringer crossed with Commissar Fuklaw. If you happen to be in the same star system of one of these, pray to the god emperor they don&#039;t sense you. If you don&#039;t happen to worship the God-Emperor, silently hope your gods are OK with suicide, because the alternative is too nightmarishly gruesome for even Games Workshop to describe in sufficient detail). If this happens in a war zone, they are quietly organized into small squads and their armor is painted black by a chaplain before the worst of the hallucinations take over. If they aren&#039;t killed in battle or get off the leash somehow, [[Astorath]] will come and execute them on the battlefield since no other Blood Angel has the stomach (or outright skill) to kill his own battle brothers.&lt;br /&gt;
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The [[Death Company]] is a group of Blood Angels on the battlefield who are afflicted by the [[Black Rage]]. Every force of Blood Angels and their successor chapters has one, though [[Flesh Tearers|some]] are more susceptible than [[Lamenters|others]], which makes those chapters&#039; responses to the occurrence of Black Rage quite varied. The [[Flesh Tearers]] and the renegade [[Knights of Blood]] chapters both have an uncanny predilection for all-out, balls-to-the-wall assault—hoping to die in battle honorably before the rage takes them. In the Knights of Blood&#039;s case, they fought with the zeal of the [[Black Templars]], the fury of the [[World Eaters]], and the excess of the [[Marines Malevolent]] in such a perfect way that they got kicked out of the [[Imperium of Man|cool kids club]] and branded renegades for their excess collateral damage against allied forces. The Flesh Tearers very nearly joined that shit list, and were only forgiven by the Blood Angels when [[Plot armor|Astorath personally intervened on their behalf, citing that their brutality would be a necessity in the near future]]. &lt;br /&gt;
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On the tabletop, this essentially allows you to bring a squad of [[Khorne Berserkers]] without the [[Khorne]], but with more customization options. You can also take several squads if Astorath has shown up, as he always seems to know where and when his brothers will succumb.&lt;br /&gt;
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As with the Red Thirst, [[Games Workshop|GW]] keep changing the rules with these guys; nowadays you can purchase units of Death Company as Elite choices for your army at a not-insignificant cost, whilst in 6th they were Troops, but were so far down the path of being drooling lunatics that they couldn&#039;t hold objectives, and you could only have one squad unless [[Astorath]] was watching. In ancient times, it used to happen spontaneously for free, and you had to roll for squads at the start of battle, potentially losing members of squads you already paid for to bulk up your Death Company, which made fluff-sense. But at least you chose which model to take off, and sending a veteran sergeant to the Death Company was the only way of giving power weapon/fists (excluding the chaplain) to the squad. Losing a [[Terminator|Termie]] or tooled-up honour guard made you cry though...&lt;br /&gt;
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&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; As of the 6th edition rulebook, Blood Angels and Necrons are Desperate Allies. For reference, Necrons can form the exact same alliance with the [[Black Templars]]. This implies that the whole scenario with the Necrons and the &#039;Nids was part of the then-upcoming Necron fluff change wherein the Necrons went from omnicidal kill bots to an actual empire capable of politics and forming alliances&lt;br /&gt;
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&#039;&#039;&#039;UPDATE ver 2.0:&#039;&#039;&#039;  As of 7th edition the entire allies matrix was rewritten. ALL Imperium forces are Come The Apocalypse with Necrons now.&lt;br /&gt;
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==Daily rituals of the Blood Angels==&lt;br /&gt;
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[[File:Dawn of War.jpg|200px|thumb|left|alt text|Dante pwns some noobs as [[Astorath]] and [[Mephiston]] look on.]]&lt;br /&gt;
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04:00 - Reveille - The Blood Angels are roused from their coffins to start the day.&amp;lt;br&amp;gt;&lt;br /&gt;
04:10 - Grooming - The Blood Angels take the time to comb their hair and brush their teeth. Special attention is given to their fangs. Even more special attention is given to their long, flowing, golden hair.&amp;lt;br&amp;gt;&lt;br /&gt;
04:30 - Morning meal - A light meal is prepared by the chapter serfs for the Blood Angels. Consuming a chapter serf is explicitly prohibited.&amp;lt;br&amp;gt;&lt;br /&gt;
05:00 - Morning prayer.&amp;lt;br&amp;gt;&lt;br /&gt;
06:00 - Morning firing rituals - The Blood Angels assemble for target practice. Due to an ancient clerical error, the Blood Angels are in possession of an excessive amount of a heretical series of books from the pre-Imperial days of Terra called the [[Twilight|Twilight Saga]], which they use for target practice by the thousands.&amp;lt;br&amp;gt;&lt;br /&gt;
07:00 - Battle practice - The Blood Angels begin practice in the battle cages. Frequently, the Blood Angels will forgo their bolters for melee weapons. The usage of fangs in combat practice is considered heresy. Using fangs to drink blood is extra Khornate heresy.&amp;lt;br&amp;gt;&lt;br /&gt;
12:00 - Midday meal - The Blood Angels consume a light meal made for them by the chapter serfs. The chapter serfs are still explicitly off the menu.&amp;lt;br&amp;gt;&lt;br /&gt;
13:00 - Deep strike training - The Blood Angels practice their deep strike maneuvers. Pretending to fly like a bat is heresy. Transforming into a bat or black mist to fly is extra Tzeentchian heresy.&amp;lt;br&amp;gt;&lt;br /&gt;
16:00 - Evening firing rituals. During this time, several Blood Angels also practice the shooting style of a legendary Terran gunslinger known as Nosferatu Alucard, a proto-Blood Angel who was said to have slain thousands of daemons alone using only two blessed stub pistols.&amp;lt;br&amp;gt;&lt;br /&gt;
16:55 - Milk and Cookies Break. Drinking blood instead of milk or dipping cookies in milk is strictly banned. Doing both is considered heresy.&amp;lt;br&amp;gt;&lt;br /&gt;
17:00 - Staring contests - Dumbasses who want to challenge Chief Librarian Mephiston to a menacing staring contest do so now. Usually it&#039;s just the neophytes who don&#039;t know any better.&amp;lt;br&amp;gt;&lt;br /&gt;
17:15 - Round up - Staring contests end, and those who went mad while staring into Mephiston&#039;s eyes must be tracked down in the fortress-monastery and culled.&amp;lt;br&amp;gt;&lt;br /&gt;
17:30 - Evening prayer. Special attention is given to how fabulous Sanguinius was and why they can&#039;t wait to tear the heretical Chaos faggots multiple new assholes (hint, it involves blood). &amp;lt;br&amp;gt;&lt;br /&gt;
19:00 - Evening meal - A feast is prepared by the chapter serfs, usually of animals who were killed during the deep strike training. The chapter serfs &#039;&#039;may&#039;&#039; be consumed depending on how good the first two meals were. Using the Red Grail in drinking contests is explicitly prohibited by order of the Sanguinary Priests.&amp;lt;br&amp;gt;&lt;br /&gt;
20:00 - Free time - The Blood Angels are allowed a few hours of free time to do as they please. Some reflect on their duty to the Emperor and the deeds of Sanguinius. Others play vidya games. [[Pretty Marines|Some just pose moodily and bare-chested in front of a mirror]]. Still others will engage in artistic activities. A GOOD vampire movie is often shown for the Blood Angels&#039; entertainment.&amp;lt;br&amp;gt;&lt;br /&gt;
00:00 - Rest - The Blood Angels retire to their coffins for the evening.&lt;br /&gt;
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==Notable Members of the Blood Angels==&lt;br /&gt;
*[[Sanguinius]] - Primarch. Snaps [[Bloodthirster]] spines over his knee and decapitates [[Keeper of Secrets|Keepers of Secrets]] for the [[lulz]].&lt;br /&gt;
*[[Meros]] - Apothecary during the Horus Heresy. Sacrificed himself so that Sanguinius could righteously fuck up a Keeper of Secrets.&lt;br /&gt;
*Dominion Zephon - Crippled Blood Angel who represented the Legion on Terra before the Heresy. [[Awesome|Took on Drach&#039;nyen in the Webway]] with a chainsword despite only recently having the feeling restored in his limbs, living out the &amp;quot;drive me closer&amp;quot; meme. All around elegan/tg/entleman able to play the harp well enough to make mutants weep and able to fight just as well. Counteracts the insipid autism of Diocletion Coros during Master of mankind by being just a swell dude. Also, makes a Knight Baroness&#039; panties reenact Genesis 7:17&lt;br /&gt;
*[[Dante]] - Current Chapter Master. Dude&#039;s mad old and prefers not to mention anything about having a Necron&#039;s cell phone number.&lt;br /&gt;
*[[Mephiston]] - Chief Librarian and resident rape train. Scariest motherfucker this side of the [[Eye of Terror]].&lt;br /&gt;
*[[Corbulo]] - High [[Sanguinary Priest]]. Sees far, just not far enough, into the future.&lt;br /&gt;
*[[Astorath]] - Keeper of Sanctity and the dude who kills Death Company nutjobs when they nutjob too hard.&lt;br /&gt;
*[[Lemartes]] - Chaplain and the Guardian of the Lost, and the only Blood Angel to hold the Black Rage in check. Ranks #2 behind the Eversor Assassin as the most 40K thing in 40K.&lt;br /&gt;
*[[Karlaen|Arenos Karlaen]] - 1st Company captain and total bro. Has a model thanks to 7E&#039;s Deathstorm Box.&lt;br /&gt;
*[[Donatos Aphael]]- 2nd company captain.&lt;br /&gt;
*[[Erasmus Tycho]] - 3rd company captain. Proof that [[Your dudes]] has a reason to exist. Sadly could not quell the Black Rage, but still worth a fight no doubt.&lt;br /&gt;
*[[Moriar the Chosen]] - Matt Ward&#039;s excuse for making generic Death Company Dreadnoughts a thing.&lt;br /&gt;
*[[Rafen]] - Longest living Blood Angel mook in any of the Blood Angels book series.&lt;br /&gt;
*[[Sanguinor]] - May or may not be Sanguinius reborn...or Azkaellon...or a warp entity created by the longings of the Blood Angels...or all three together...DAMMIT! IT&#039;S COMPLICATED.&lt;br /&gt;
*[[Acrion]] - Random captain that thought he could stand up to [[Abaddon]] during the 7th Black Crusade. He couldn&#039;t.&lt;br /&gt;
*[[Thalastian Jorus]] - Fuckawesome Reclusiarch that succeeded in standing up to Abaddon--killed &#039;&#039;all&#039;&#039; his [[Bringers of Despair|Honour Guard]], thoroughly wrecked the [[Black Legion]] by utilizing [[Wat|guerrilla tactics with the Death Company of all things]] AND became one of like 3 people in the Imperium to go toe to toe with the despoiler and come out on top, gravely wounding Abby before Thalastian was killed by the Black Legion.&lt;br /&gt;
*[[Chapter Master Slamguinius|Brother Slamguinius, the Slambane, 9th lord of slamfuckery]] - The newest hope to rise out of the Blood Angel&#039;s 8th edition codex, and by far the punchiest thing to ever come out of one of our codices from a basic Captain template in recent years.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Blood Angels(8E)|Tactics/Blood Angels]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:The Red Angel.jpg|Manly Vampires, IN SPESS!&lt;br /&gt;
File:Admit It.jpg|You know it to be true.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Marines-Official}}&lt;br /&gt;
{{Blood Angels}}&lt;/div&gt;</summary>
		<author><name>2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Daemon_Prince&amp;diff=160563</id>
		<title>Daemon Prince</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Daemon_Prince&amp;diff=160563"/>
		<updated>2018-06-30T16:41:54Z</updated>

		<summary type="html">&lt;p&gt;2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6: /* Dedicated to Chaos Undivided */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For the rulers of the demonic hordes of [[Dungeons &amp;amp; Dragons]] and [[Pathfinder]], see [[Demon Prince]].&#039;&#039;&lt;br /&gt;
[[File:Daemon_prince_by_corbella.jpg|400px|thumb|right|[[Dawn of War|PATHETIC CREATURES!!!]]]]&lt;br /&gt;
{{Topquote|DESPAAAAAIR, for I am the end of days!|[[Dawn of War|The most memorable of Daemon Prince quotes]]}}&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer 40,000]] and [[Warhammer Fantasy Battle]], people fall to [[Chaos]] for many reasons.  Of these, the ones who desire power, sometimes called Chaos Champions, are most ambitious, and thus most likely to catch the attention of the [[Ruinous Powers]].&lt;br /&gt;
&lt;br /&gt;
When the champion earns enough of their patron god&#039;s favor, they can be rewarded with Daemon Princedom.  They forfeit their souls to their god and are granted a daemonic form and name, given power beyond any mortal, heretical or otherwise, and often placed at the command of an army, or a Daemon World.&lt;br /&gt;
&lt;br /&gt;
Of course, the road to Princedom is a high-stakes game with only two outcomes: succeed or die, there is no middle road. Those who fail their god&#039;s expectations, find themselves on the wrong end of a Chaos God on a bad day, or they could not handle the ascension to Princedom, are &amp;quot;rewarded&amp;quot; with [[Chaos spawn|Chaos Spawndo- NO WAITFSDASDAGIAJDFASHDSDFd...]]..&lt;br /&gt;
&lt;br /&gt;
In the [[Fantasy Flight Games]] WH40KRPG [[Black Crusade (RPG)]], this is what happens to a [[player character]] who reaches 100 Corruption with the GM&#039;s arbitrarily selected Infamy Threshold for Princedom.  Should a PC reach 100 Corruption with less, he will be transformed into a [[Chaos spawn |Chaos Spaa...]] ha caught myself on that one, don&#039;t want to end up like my previous writer!&lt;br /&gt;
&lt;br /&gt;
Now, that being said, it would make a lot of fucking sense to believe that Daemon Princes are some OP motherfuckers that can pwn anything that dares to put foot on their lawn. Well...you are pretty wrong. It is usually the Daemon Princes that tend to invade Imperial Worlds and end up getting their can kicked in by mortals whom they see as inferior beings of nothingness (although if only because of the plot armor of their Imperial enemies and GW&#039;s need to make sure the status quo remains as it is.). The only perk they have is that if they get their ass chopped up they are banished to the [[Warp]] where they will derp around until they are called by the [[Chaos Gods]] once more to attempt to be useful to them.&lt;br /&gt;
&lt;br /&gt;
For roughly half an edition, [[Warhammer Fantasy]] also had Exalted Daemons, which were a kind of lesser Daemon Prince created by fusing a daemon and a still-mortal human together, sort of like possession, but without necessarily killing the soul of the possessed in the bargain. This idea, like [[Chaos Undivided]] being its own power and granting its own mark, was removed with the update from Hordes of Chaos to Warriors of Chaos. Now, if your goal is just to get daemon up there [[Possessed Marine|are]] [[Warp Talons|some]] [[Daemon#Lesser_Daemons|other]] [[Daemonhost|ways]] to do that...&lt;br /&gt;
&lt;br /&gt;
==Famous Daemon Princes==&lt;br /&gt;
&lt;br /&gt;
===Daemon Primarchs===&lt;br /&gt;
* [[Lorgar]], [[Primarch]] of the [[Word Bearers]], really, &#039;&#039;really&#039;&#039; dedicated to Chaos Undivided. Doesn&#039;t do shit these days, but recently got off of the couch to teach [[Abaddon|Abby]] new techniques for summoning daemons and is rumored to be returning to lead his Legion once more.&lt;br /&gt;
* [[Perturabo]], Primarch of the [[Iron Warriors]], technically dedicated to Chaos Undivided, but mostly to himself. Doesn&#039;t do much these days, but manages to royally fuck shit up when he does.&lt;br /&gt;
* [[Mortarion]], Primarch of the [[Death Guard]], dedicated to Nurgle. Gets into some antics with [[Grey Knights]] once in a while. Has now appeared to have gotten off his ass and is now bringing &amp;lt;s&amp;gt; death and decay &amp;lt;/s&amp;gt; [[Nurgle|Granddaddy&#039;s]] cuddles to the wider Imperium.&lt;br /&gt;
* [[Angron]], Primarch of the [[World Eaters]], dedicated to Khorne. He&#039;s the only Daemon Primarch who reliably, actually does shit.&lt;br /&gt;
* [[Magnus the Red]], Primarch of the [[Thousand Sons]], dedicated to Tzeentch. Spent most of the last ten millennia hanging out at the top of his wizard&#039;s tower, derping out and shouting &amp;quot;JUST AS PLANNED&amp;quot; when something happens and it can be interpreted as beneficial. Occasionally has an actual fight with the [[Space Wolves|Space Puppies]]. Recently avenged Prospero by wrecking the Fenris system. He got banished by Logan Grimnar, which was JUST AS PLANNED, because the Space Wolves went to Cadia, leaving Fenris undefended, at which point, he brought his daemon planet into the Materium and has been fucking the Imperium up ever since. Just. As. Planned. Also notable for being the first Daemon Primarch with rules since [[Epic]]. &#039;&#039;Before&#039;&#039; his physical, 30K version got rules.&lt;br /&gt;
* [[Fulgrim]], Primarch of the [[Emperor&#039;s Children]], except it&#039;s actually just his body possessed by a Daemon. [[Retcon|Or maybe not.]] Shit&#039;s weird at this point. Dedicated to Slaanesh. Spends his days on his Pleasure Planet getting bored with mass-daemonette-orgies. TOTALLY has nothing to do with the giant, serpent bodied monster currently fucking 11 different kinds of shit up with Lucius.&lt;br /&gt;
&lt;br /&gt;
===Dedicated to [[Khorne]]===&lt;br /&gt;
* [[Doombreed]], the first Daemon Prince of [[Khorne]], and some sources say the first Daemon Prince ever.&lt;br /&gt;
* Kraxnar, his bro in the original counter-based game &amp;quot;Warmaster&amp;quot; who was later replaced with some asshole called [[N&#039;kari]].&lt;br /&gt;
* [[Azariah Kyras]], heretical [[Chapter Master]] and Chief [[Librarian]] of the [[Blood Ravens]] and, apparently, [[C.S.Goto|Khornate Sorcerer]]. He still gets killed in [[Dawn of War II|DoW II: Retribution]]. Since his ascension was only partly finished, he may still have been mortal, meaning he might be back eventually, though odds are that he was permakilled.&lt;br /&gt;
*[[Sindri Myr]], though it wasn&#039;t long before [[Gabriel Angelos]] banished him. Sindri was probably expecting to just come back, since the whole reason you become a Prince is to be immortal, but instead found himself in the belly of a Greater Daemon (he&#039;s only technically one of the K-man&#039;s princes since he ascended using a Khornate daemon&#039;s power, but he himself undivided).&lt;br /&gt;
*[[Valkia the Bloody]], a daemonic equivalent of a Valkyrie, she was originally a badass viking shield maiden, killed a lot (and we mean &#039;&#039;&#039;a lot&#039;&#039;&#039;) of people for her patron God, had two children, killed her husband and a bit later defeated a Slaanesh daemon prince in close combat. She then mounted the head of said prince on her shield and went to the Chaos Wastes to present her trophy to Khorne, but tripped at the goal line. Khorne was mad as fuck and brought her back to life, turning her into the entity she is today, coated in armour that constantly bleeds and being quite literally dead sexy.&lt;br /&gt;
&lt;br /&gt;
===Dedicated to [[Slaanesh]]===&lt;br /&gt;
[[File:Ax&#039;Senaea.jpg|400px|right|thumb|Worship Slaanesh and get/be a hot Daemon Princess instead!]]&lt;br /&gt;
* Some Slaaneshi asshole called [[N%27kari|N&#039;Kari]]... maybe. Nowadays [[trap|(s)he]]&#039;s apparently a [[Greater Daemon]].&lt;br /&gt;
* Ax&#039;Senaea, a power-mad lady who completely subjugated the planet of Laodomida, but wanted to control her mind (note that she is so solipsistic that these are the same to her). She was bonkers, so a sorcerer convinced her to be possessed by a Slaaneshi [[Keeper of Secrets]], hinting that it would give her the power to do so, but in reality, the sorcerer was expecting the daemon to kill her. After all, no one but the most potent of psykers can hope to bind a greater daemon to their will without being completely possessed by the daemon instead. It backfired on him, getting himself killed in the process, as Ax&#039;Senaea managed to subjugate the daemon &#039;&#039;through sheer arrogance and self-obsession&#039;&#039;. Yes, she managed to make a greater daemon heel by being a bitch. She eventually used her new-found psychic powers to exert even more control over Laodomida and more nearby planets, in the process, drinking up two more Keepers of Secrets after draining each of them of their power before banishing them back to the warp. When she got to the fourth one, [[Slaanesh]] had noticed her talent and turned her into a daemon princess, which was also a jab to his/her servants for being too weak to defend themselves from a human. In true Slaaneshi fashion, however, despite attaining the highest daemonic honor her god(dess), she still desires more power and control over everything, and now seeks to subjugate daemons now instead of just humans.&lt;br /&gt;
*[[Doomrider]], bike riding Slaanesh prince on fire. Back in the old days he&#039;d show up, wreck face and disappear back into the warp before the game&#039;s end. Now he&#039;s apparently a severed head in the White Scars&#039; Fortress-Monastery.&lt;br /&gt;
* The Mistress of Spite, a horrifically fat daemon princess who ascended after singlehandedly eating the populations of entire worlds. Used to be one of N&#039;Kari&#039;s girlfriends before he dumped her; she started taking over the Daemon World of Contrition to try and woo him back, but now she simply makes life there hell for the resident daemons for the sheer sake of feeding on their despair. Notable features include 6 horns, three arms (the third has a huge pincer for a hand) and horrifically vagina-like orifices on each forearm that are sheathes for razor-sharp extendable bone spurs.&lt;br /&gt;
* [[Azazel]], the Prince of Damnation, literally the first Daemon Prince character to ever be playable (way back in &#039;&#039;Champions of Chaos&#039;&#039;). Said to have been the leader of the Gerreon Tribe in Warhammer Fantasy, but he betrayed Sigmar and fled to the Northern Wastes to serve Slaanesh. Looks like an incredibly beautiful angel, until one spots the horns that curl from his brow, the chitinous claw of his left hand, and the two-headed scorpion-like tail that sprouts behind him. So beautiful he can hypnotise anyone who looks at him and turn them into his slave.&lt;br /&gt;
* The Sapphire King, a metaphysical manifestation of the [[Iron Hands]] being really really cross at Fulgrim. He can turn Iron Hands into [[Chaos Spawn|Chaos You-know-whats]] just by standing next to them. He got his shit pushed in by [[Chapter Master Smashfucker|Ironfather Kardan Stronos]].&lt;br /&gt;
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===Dedicated to [[Tzeentch]]===&lt;br /&gt;
* Phokulozortis, a Daemon Prince residing in [[Black Crusade (RPG)|the Screaming Vortex]]. A shapeshifter who loves to answer botched summonings and bungled invocations whilst pretending to be the intended daemon, in which guise he feigns being the sorcerer&#039;s loyal minion, but secretly screws them over. In his true form, he has the many-mouthed tentacled mass of a lower body like a giant Flamer of Tzeentch, four arms, and three heads like those of a Lord of Change. Artwork vs. descriptive text contradicts each other if he has wings like a Lord of Change as well, though.&lt;br /&gt;
* Ghargatuloth, one of the most powerful Daemon Princes in existence, requiring over 300 Grey Knights invading a planet to kill it ([[Exterminatus|there&#039;s obviously not better alternatives]]). His body is, in essence, a thousand-mile high erect penis with mouths and eyes all over it. Despite massive amounts of [[Just As Planned]] with a scheme taking a thousand years to fulfill, and allegedly being one of the most intelligent daemons that Tzeentch has ever created, he fails again and again because of the Grey Knights - armed with plot twists so contrived and plot armor so thick that not even the Shaper Of Ways&#039; right hand had a chance.&lt;br /&gt;
* Thunderfist, originally a Tzeentch-worshipping alchemist whose cult fled after his mutation (psychadelic skin and dimensional instability) became discovered, but somehow survived long enough to lead an army of misfits and monsters. Tzeentch elevated him to daemonhood after he singlehandedly slew the Nurgle champion Festus with only his spells. One of two Chaos Champions created by Games Workshop back when they first wrote &#039;&#039;Realms of Chaos&#039;&#039;, used to highlight how the [[Path to Glory]] rules worked.&lt;br /&gt;
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===Dedicated to [[Nurgle]]===&lt;br /&gt;
* Bubonicus, originally the sole member of his village to survive a plague thanks to his prayers to Nurgle, who led a horde of [[beastmen]] and cultists out of the forests of the Old World and into the Chaos Wastes, where after many years of hardship and struggle they reached the Glades of Nurgle, where Nurgle rewarded Lothar&#039;s faith with daemonic ascension. One of two Chaos Champions created by Games Workshop back when they first wrote &#039;&#039;Realms of Chaos&#039;&#039;, used to highlight how the [[Path to Glory]] rules worked.&lt;br /&gt;
* Mamon, or the &amp;quot;Arch-Corruptor of Vraks,&amp;quot; a deacon who fell to Chaos and brought down most of Vraks and Cardinal Xaphan with him.&lt;br /&gt;
* Cor’bax Utterblight, a Daemon Prince of the Ruinstorm brought into the Horus Heresy by the [[Word Bearers]]. More or less a mountain of filth, Nurglings and plague.&lt;br /&gt;
* Ignatius Grulgor, a former Captain of the Pre-Heresy Death Guard 2nd Great Company. Famous for getting killed by Nathaniel Garro, only to be raised a Plague Marine, killed again, and eventually raised a Daemon Prince. Like a lot of Nurgle Daemon Princes, Grulgor doesn&#039;t do a lot lately, and his current whereabouts are unknown.&lt;br /&gt;
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===Dedicated to [[Chaos Undivided]]===&lt;br /&gt;
* [[Samus]], a weird warp entity with no relation to the vidya character (he&#039;d probably bite the gravel if he tried to fight her for the right to be called the one true Samus), who is basically just summoned by arbitrary death when the plot of the Horus Heresy calls for it. According to Forge World, he&#039;s basically a daemon prince of the Ruinstorm and fucked with the Smurfs a lot, and was also one of the first daemons encountered by Horus before he fell to Chaos (though at the time, it was assumed to be &amp;quot;only an unusual xenos&amp;quot;). Still active in M41, though less powerful without his Ruinstorm bonuses.&lt;br /&gt;
* [[Nemeroth]], who got it even worse than Sindri: he was killed DURING his ascension rather than immediately afterward, which means he might not be back.&lt;br /&gt;
* [[M&#039;kar]], some loser from the [[Word Bearers]] whose only purpose for appearing in any fluff is get to his ass handed to him by the [[Space Marines]]. Ironically, he&#039;s taken more seriously in Grey Knights. (Mostly because he managed to troll Kaldor &amp;quot;He makes it happen&amp;quot; Draigo. And then it sort of backfired....*)&lt;br /&gt;
* [[Eliphas the Inheritor]] as of the [[Dawn of War]] series, but not really. In &#039;&#039;Dawn of War: Dark Crusade&#039;&#039;, he can take it as his ultimate upgrade; since the [[Blood Ravens]] were the canon victors in that story, he instead gets mulched by an unnamed daemon prince for [[Abbadon|failure]]. In &#039;&#039;Dawn of War II: Retribution&#039;&#039;, the outro for the Chaos campaign gives a glimpse of a newly-daemoned-up Eliphas. Of course, with Dawn of War 3 out to verify what we already know, the Blood Ravens are the canonical winners again. That leaves Eliphas either dead again or serving penance as [[/d/|the bottom]] for [[Abbadon]]&#039;s pet [[Chaos Spawn|Chaos SpaAARRGH]]. It&#039;s largely moot in the end of course, since Eliphas is so badass that becoming a Daemon Prince is a &#039;&#039;demotion&#039;&#039; for him. &lt;br /&gt;
** By which we mean the playable Daemon Prince upgrade from Dark Crusade sucks ([[Derp|trading campaign exclusive upgrades for a daemon prince unit designed for multiplayer balance, and not a separate unit for the campaign upgrade]]), so you should never take it.&lt;br /&gt;
* [[Be&#039;lakor]], the very first Daemon Prince who was such a badass in life that Princehood was a &#039;&#039;demot&#039;&#039;-- wait, we just made that joke, didn&#039;t we? Shit. Well, anyway, in [[WFB]] he led the hordes of [[Chaos]] at the dawn of time, but then he became an arrogant bitch, so [[Tzeentch]] cursed him to Princehood and made him the Harbinger, who would crown the Everchosen of Chaos. In 40k, he was also the first Daemon Prince, as well as the first, last, and only Daemon Prince elevated by the joint action of all four Chaos Gods (with the exception of Lorgar and Perturabo, apparently). He was greatly involved in [[Abaddon]]&#039;s rise to power (according to him), although it&#039;s likely he plans to betray the Warmaster at some point in time (something Abaddon is fully prepared for). Quite notably, Be&#039;lakor has shown a strong tendency to undermine the plans and ambitions of other Chaos Champions; although he himself believes this to be a product of his own free will and the desire to prove his own superiority over his potential rivals, it is in fact the result of all four Chaos Gods using him as a pawn to strike at one another. Apparently unknown to them is the fact that Be&#039;lakor&#039;s ultimate goal is to find a way to become a Chaos God himself. Also has a pretty sick metal band named after him so maybe it not all that bad.[https://en.wikipedia.org/wiki/Be%27lakor]&lt;br /&gt;
* Cherubael, a daemon who is unfortunate enough to wound up bound in the mortal realm as a daemon host and controlled against his will, [[FAIL|multiple times]]. Whether or not he is actually a daemon prince is up for debate as that&#039;s just what [[Gregor Eisenhorn]] called him and he never bothered to correct him. He seems to be old school as he revers a long dead daemon king that died millenia ago when he lost a war against the Four as they came to power. Whether daemon prince or greater daemon, Cherubael is unbelievably powerful, being able to obliterate other more loosely controlled daemon hosts who have greater access to their powers as a result. Currently serving as Eisenhorn&#039;s attack dog.&lt;br /&gt;
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== Crunch ==&lt;br /&gt;
[[File:Deamon Prince 5th ED.jpg|450px|thumbnail|right|What&#039;s that Loyalist? Had enough already?]]&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
Since [[Games Workshop]] made its &amp;quot;brilliant&amp;quot; decision to break up the [[Hordes of Chaos]] into [[Warriors of Chaos]] and [[Daemons]] of Chaos, the Daemon Prince has been duplicated, each in a subtly different method.  As a result, they need to be looked at differently depending on which army you&#039;re looking to play out.&lt;br /&gt;
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====Warriors of Chaos====&lt;br /&gt;
In a mortal army, Daemon Princes use up Lord slots, competing with Chaos Lords and Sorcerer Lords, plus the various special characters. A Daemon Prince costs 25 points more than a Chaos Lord, but has higher Weapon Skill, Ballistic Skill, Strength, Wounds and Initiatives (+1 for all save BS, which is +2) - cheap, until you consider they have to also take their special equivalent of a Chaos Mark (+10 points for Khorne or Nurgle, +15 for Tzeentch, +5 for Slaanesh). Non-Khorne Daemon Princes can be Wizards (+35 points per level, max level 4), can take Chaos Armor for +20 points, can Fly for +40 points, can take 25 points of magical items, and up to 100 points of Chaos Mutations/Powers. All in all, these characters can be real point-sinks.&lt;br /&gt;
&lt;br /&gt;
The big problem with Daemon Princes is that they&#039;re so expensive, but so fragile; all they get is a lousy 5+ Ward Save, and a 4+ armor save if they spend 20 points on it. Their ability to spend 25 points of a suit of magic armor can make them a little more survivable, but all in all, they&#039;re glass cannons.&lt;br /&gt;
&lt;br /&gt;
====Daemons of Chaos====&lt;br /&gt;
Daemon Princes in a Daemons army get pretty unfairly gimped; they cost more than in a Warriors of Chaos army (250 vs. 235), only get 75 points of Daemonic Gifts vs their 100 Chaos Powers + 25 Magic Items, and they have to roll randomly on their Gifts instead of choosing. The only plus side is that their Marks are much cheaper (-5 points compared to their Warriors versions - yes, that means Daemon Princes of Slaanesh only cost their default 250 points).&lt;br /&gt;
&lt;br /&gt;
===Warhammer 40k===&lt;br /&gt;
The Daemon Prince is considered to be an HQ in both of the Chaos Codices (Although they can also be a Heavy Support choice instead if a Greater Daemon with the same alignment is an HQ in the Daemon codex. More on that later). They both also cost the same at 145 points without upgrades, and when one looks at their stats, they will be amazed and wonder why are they so cheap? Well, here&#039;s the catch: they MUST choose a Mark (or a Daemon) of a Dark God, which will increase the point cost (with the exception of Be&#039;lakor, who is the only Daemon Prince of Chaos Undivided). Then you see it has a crappy save, albeit an invulnerable one - so you also have to spend 20pts to give it a 3+ armour. Wings aren&#039;t needed unless you&#039;re facing foes that ignore cover and/or can instant gib the Prince (again, will explain that later on), or don&#039;t want to deep strike the Prince and want to get into combat fast. To top it off, you don&#039;t have any weapons to start with. Again, not required, but you&#039;ll be missing out on the awesome toys it can take (The Black Mace, Staff of Change, Blade of Blood, etc.). Now that cheap Monstrous Creature became expensive, and sometimes close to the same cost of a Land Raider.&lt;br /&gt;
&lt;br /&gt;
There&#039;s something else one must consider when taking a Daemon Prince, which is that they no longer have Eternal Warrior. This can be fixed by taking powers from the Biomancy table, but again, it increases the already expensive price tag, and the powers are random, so even if you go all out, you may end up wasting 75 points and still not get Iron Arm. A Khorne Prince can&#039;t even take psychic powers, not that you want to anyway if you worship the Blood God. This means the Toughness value is docked to 5, and there&#039;s no other way to increase it (except by buying Greater Gifts and trying to roll a one on the table, but obviously you should know the drawback to this). Some even argue that the Daemon Prince is overpriced for this reason, not just because of the needed upgrades, but the fact the damn thing can still be instant killed by Force Weapons, Railguns, and things of that nature. And given that you can take a Greater Daemon in the Chaos Daemons codex that are either equal cost or are much cheaper, why would you bother taking the Prince over their stronger counterpart?&lt;br /&gt;
&lt;br /&gt;
But they do have some saving graces, and they move to Heavy Support (in the Daemon Codex) when a Greater Daemon of the same god is taken as an HQ, so this means you can take a Keeper of Secrets (cheapest MC out of the four), and then take the Daemon Prince with Wings, Warp Forged Armour, Lash of Despair, and one or two Biomancy powers. The Prince suddenly becomes an awesome anti-air MC, albeit an expensive one, that can fight against Flyers, Transports, and even horde units if you roll well. You can also run an army list around these if you want to run multiple Daemon Princes just for shits and giggles.&lt;br /&gt;
&lt;br /&gt;
As for Chaos Space Marines, their Prince can wield the Black Mace. The weapon is AP4, but when a Daemon Prince takes it with him, he can dish out armour-ignoring wounds that can fuck up almost anything it comes across (thank you Monstrous Creature USR), so it makes their points cost worth it in the long run. It also comes with the extra Curse rule, which can completely remove ANYTHING that fails a toughness test in a 3&amp;quot; radius of the Prince (chances are low for more juicy targets, but somewhere in the grimdark future, the dice gods are laughing at your next victim)! &amp;lt;s&amp;gt;Plus the fact that you can get lucky and turn one of your HQs/Champions into a Daemon Prince if they roll for it when they take Gift of Mutation.&amp;lt;/s&amp;gt; Gift of Mutation re-rolls both Daemonhood and Spawnhood results although a Champion of Chaos has a chance to become one when they kill a character in combat.&lt;br /&gt;
&lt;br /&gt;
So in short, the Daemon Prince is considered to be an expensive (sometimes overpriced) rape train. Despite how it can get instant killed in a bad situation, and the bitching about the points cost when taking them to battle, the Daemon Prince is overall still a good choice, IF you can protect it and use them wisely.&lt;br /&gt;
&lt;br /&gt;
====Warhammer 40k 8th edition====&lt;br /&gt;
He no longer has access to the Black Mace or pretty much any of the weapon relics. Sorry, everyone who modeled one with cool weapons. He CAN take the non-relic weapons. He also MUST swear allegiance to a god; for Khorne this gives him +1 attack for a deadly and fluffy 8 attacks, while the other three make him a psyker. Yay for Smite spam! Lastly he gains the trademark 8th edition 6-inch aura of reroll 1&#039;s to hit - while initially this only affected models sworn to the same god, it was later FAQ&#039;d to apply to any models with the same legion and any daemon models sworn to the same god, giving him much greater utility.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
Daemon princes in Age of Sigmar are hard-hitting hero/monsters, though not so much as their greater daemon counterparts. Each daemon prince can choose between Daemonic Axe (average hit/wound with 2 rend) and Hellforged Sword (slightly better to-hit with 1 less rend), in addition to Malefic Talons, with all attacks potentially doing multiple wounds each. Their other stats are 12&amp;quot; move (default 8&amp;quot; with 12&amp;quot; if it can fly, and there&#039;s no reason to not give it flight as of yet), 8 wounds, 4+ save, and 10 bravery.  Good but not great, until your alignment choices are taken into account.&lt;br /&gt;
&lt;br /&gt;
The daemon prince&#039;s alignment changes its abilities.  Unlike 40k, daemon princes in AoS can be unaligned.&lt;br /&gt;
&lt;br /&gt;
*Unaligned DPs heal wounds each combat phase after it kills models.&lt;br /&gt;
&lt;br /&gt;
*Khorne DPs get +1 to-hit, making up for the axe&#039;s average stats, or making the sword even killier than it already is.&lt;br /&gt;
&lt;br /&gt;
*Nurgle DPs get their save boosted to 3+, making them a bit more survivable.&lt;br /&gt;
&lt;br /&gt;
*Tzeentch DPs are wizards who can cast and unbind one spell per turn, but only knows the two generic spells unless he is from TZEENTCH allegiance army that gives him an extra spell from the Lore of Change.&lt;br /&gt;
&lt;br /&gt;
*Slaanesh DPs can be chosen to interrupt an opponent&#039;s combat activation, immediately piling in and attacking themselves, if they have not attacked already. Great for causing additional casualties to minimize your opponent&#039;s damage output.&lt;br /&gt;
&lt;br /&gt;
Finally, as with all daemons, all Chaos wizards know the Summon Daemon Prince spell, casting value 8.&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
{{Thousand Sons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warriors of Chaos]] [[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Arch-Confessor_Kyrinov&amp;diff=48526</id>
		<title>Arch-Confessor Kyrinov</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Arch-Confessor_Kyrinov&amp;diff=48526"/>
		<updated>2018-06-28T13:24:23Z</updated>

		<summary type="html">&lt;p&gt;2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Kyrinov.jpg|thumb|Right|350px|Don&#039;t let the big mouth fool you. This guy is fucking devious.]]&lt;br /&gt;
{{Topquote|One man can start a landslide with the casting of a single pebble.|Excerpt from The Legend of [[Sebastian Thor]].}}&lt;br /&gt;
&lt;br /&gt;
To many, &#039;&#039;&#039;Arch-Confessor Kyrinov&#039;&#039;&#039; appears to be no different than your run-of-the-mill loudmouthed preacher, motivating the masses with endless bellowing in praise of the God-Emperor. An unsophisticated hierophant. A well-dressed, well-spoken brute. A man who epitomizes the phrase, &amp;quot;Blessed be the mind too small for doubt.&amp;quot; [[Just As Planned|Which is exactly what he wants them to think]]. In spite of his blustering persona, Kyrinov is a cold, calculating machiavellian, the sort of person you&#039;d get if Frank Underwood decided to become a priest instead of a politician. If you&#039;ve seen The Young Pope, you know what we&#039;re talking about. A master manipulator, his favored method for dealing with heresy is to bring it crashing down from within. He&#039;s also one of the Imperial Creed&#039;s most fervent adherents, believing that no sacrifice is too great, no heresy too small. Combined, these traits make him one of the most effective confessors in the Imperium. Some of his more notable accomplishments include:&lt;br /&gt;
&lt;br /&gt;
* Ending the bloody reign of the Demagogue of Valaan by inciting revolt among his own subjects.&lt;br /&gt;
* Accompanying Valhallan Ice Warriors on a Crusade of Repentance.&lt;br /&gt;
* Crushing the Jihad of Duke Selda.&lt;br /&gt;
* [[Troll|Ending the Molovian Heresy by posing as a supporter of it for three years, all the while creating a revolutionary cartel consisting of industrial, trade, and union leaders that came to encompass almost every member of Molovian society]]. [[Just As Planned|The subsequent revolt was so unexpected and ruthlessly efficient that it not only deposed of the heretical planetary governor, but sent a clear message to the other nobles of the world]]. Suffice to say, Molov now has a startling reputation for efficiency and honesty when delivering its Ecclesiarchal tithes.&lt;br /&gt;
&lt;br /&gt;
[[Canoness Veridyan]] is probably related to him in some way.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Kyrinov was removed in the [[Warhammer 40,000/6th Edition Tactics/Adepta Sororitas|6th edition Adepta Sororitas codex]], however, you could equip a [[Ministorum Priest|ministorum priest]] with his Mace of Valaan as an Ecclesiarchy Relic. As of the [[Warhammer 40,000 8th edition|8th edition]] [[Warhammer 40,000/Tactics/Adeptus Ministorum (8E)|Adeptus Ministorum index]], he&#039;s still without rules, and the Mace of Valaan is no longer an option either since the indices lack relics. This being said, you can still find up-to-date [[homebrew]] rules for him in [[Codex - Adeptus Ministorum /tg/ Edition]]. Since he has been removed, an explanation for this may be his actual death, considering the Imperium being roughly 200-500 years older since he deposed the lord of Vaalan. &amp;lt;s&amp;gt;Of course, that would also make Uriah Jacobus insanely old, and he&#039;s still in the index, so take that as you will.&amp;lt;/s&amp;gt; Despite being in the Index, Jacobus is KIA in the fluff. Whatever the case, we can certainly assume someone at the Ecclesiarchy recognizes him as a Saint, whether he&#039;s living or dead.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
Some [[homebrew]] rules for your gaming pleasure. [https://drive.google.com/open?id=0B20ZFeyGKxcweFJhY1MtSm56V2M Also available in PDF]!&lt;br /&gt;
&lt;br /&gt;
===ARCH-CONFESSOR KYRINOV===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Power || Points || M || WS || BS || S || T || W || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arch-Confessor Kyrinov:&#039;&#039;&#039; || 5 || 100 || 6&amp;quot; || 2+ || 2+ || 3 || 3 || 5 || 4 || 9 || 5+/4++&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Arch-Confessor Kyrinov is a single model armed with a bolt pistol, the Mace of Valaan, frag grenades, and krak grenades. Only one {{Template:W40kKeyword|KYRINOV}} model may be included in your army.&#039;&#039;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! &#039;&#039;&#039;Weapons:&#039;&#039;&#039; || Range || Type || S || AP || D || Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Bolt pistol || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| The Mace of Valaan || Melee || Melee || +2 || -1 || 2 || When targeting a {{Template:W40kKeyword|DAEMON}}, this weapon wounds on a 2+.&lt;br /&gt;
|-&lt;br /&gt;
| Frag Grenades || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| Krak Grenades || 6&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;ABILITIES:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Shield of Faith&#039;&#039;&#039;, &#039;&#039;&#039;Zealot&#039;&#039;&#039; (see pg 90 of &#039;&#039;Index: Imperium 2&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Icon of Chiros&#039;&#039;&#039;: All friendly {{Template:W40kKeyword|ADEPTUS MINISTORUM INFANTRY}} and {{Template:W40kKeyword|ASTRA MILITARUM INFANTRY}} within 6&amp;quot; of Arch-Confessor Kyrinov can re-roll failed Morale tests.&lt;br /&gt;
*&#039;&#039;&#039;Master Manipulator&#039;&#039;&#039;: If you have Arch-Confessor Kyrinov in your army, then during the first battle round you must roll a die each time your opponent spends Command Points (CPs) to use a Strategem. On a 4+, your opponent must spend one extra CP to use that Strategem, or else it has no effect (the CPs spent so far are lost). This ability cannot affect Strategems used &#039;before the battle begins&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Rosarius&#039;&#039;&#039;: Arch-Confessor Kyrinov has a 4+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;War Hymns&#039;&#039;&#039;: You can add 1 to the Attacks characteristic of all friendly {{Template:W40kKeyword|ADEPTUS MINISTORUM INFANTRY}} and {{Template:W40kKeyword|ASTRA MILITARUM INFANTRY}} units that are within 6&amp;quot; of any friendly {{Template:W40kKeyword|MINISTORUM PRIEST}}.&lt;br /&gt;
&#039;&#039;&#039;FACTION KEYWORDS&#039;&#039;&#039;: {{Template:W40kKeyword|IMPERIUM}}, {{Template:W40kKeyword|ADEPTUS MINISTORUM}}, {{Template:W40kKeyword|ASTRA MILITARUM}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KEYWORDS&#039;&#039;&#039;: {{Template:W40kKeyword|INFANTRY}}, {{Template:W40kKeyword|CHARACTER}}, {{Template:W40kKeyword|MINISTORUM PRIEST}}, {{Template:W40kKeyword|KYRINOV}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Sisters of Battle]]&lt;/div&gt;</summary>
		<author><name>2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Betrayal_at_Calth&amp;diff=86121</id>
		<title>Betrayal at Calth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Betrayal_at_Calth&amp;diff=86121"/>
		<updated>2018-06-27T22:22:00Z</updated>

		<summary type="html">&lt;p&gt;2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6: /* The Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Betrayal at Calth&#039;&#039;&#039; is a [[Horus Heresy]]-themed board game released by [[Games Workshop]] on November 11, 2015.&lt;br /&gt;
&lt;br /&gt;
The main premise of the game is that you and another neckbeard are playing as [[Word Bearers]] and [[Ultramarines]] [[Battle of Calth|fighting in close quarters]].  However, this isn&#039;t set up like a typical wargame, allaying any fears that GW is trying to horn in on the semblance of balance FW gave. &lt;br /&gt;
&lt;br /&gt;
A sequel of sorts was released almost a year later with a similar premise. This time, the battle is focused in the the attack of the [[Space Wolves]] legion on the [[Thousand Sons]] and shares the name with that event: &#039;&#039;&#039;[[Prospero|Burning of Prospero]]&#039;&#039;&#039;. Unlike BaC, this box includes more specific units and characters like a young [[Ahriman]], Geigor Fell-Handed (initially thought to be [[Bjorn]]) and units of both [[Adeptus Custodes|Custodes]] and [[Sisters of Silence]].&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
The game works as a mix between a board game and legit 40K.  It&#039;s split into three phases for each turn.&lt;br /&gt;
It also works using specialized dice: Two sides have crosshairs (meaning hits), one has a skull (making it a Critical hit, or a hit with bonus effects), and a side with a helix (for shielding).  The last side is then left blank.&lt;br /&gt;
The game board uses hexes for spaces, making sure that there&#039;s a structure as to where everyone is.  &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Initiative Phase:&#039;&#039;&#039; Both players have to roll three dice, and the guy with more hits gets to go first.  The issue with this means that an entire game can be fucked over for the other guy just because you roll like shit.&lt;br /&gt;
#&#039;&#039;&#039;Ready Phase:&#039;&#039;&#039; Each player grabs a card from the Command Deck and every unit gains 2 Tactical Points to use for actions.&lt;br /&gt;
#&#039;&#039;&#039;Action Phase:&#039;&#039;&#039; This is where shit happens.  All of it.&lt;br /&gt;
* Advance: Your model moves to a nearby hex as long as it&#039;s not blocked off by debris or doors.&lt;br /&gt;
** If you end up next to an enemy, you&#039;re automatically pinned. You now can only use Advance, Assault, or Consolidate.&lt;br /&gt;
* Run: Your model runs to a place two hexes over.&lt;br /&gt;
* Consolidate: It&#039;s like Advance, but your model can move into a hex occupied by a friendly unit, merging the units, or split up a unit so you can cover more ground.  Each splitting member also gets to become a new unit unto itself.&lt;br /&gt;
* Assault: Your unit can attack any model within a hex from it.  After the attack is resolved, the enemy can counter-attack without spending a Tactical Point if they have anything left.  If nothing remains or they retreated, then the unit can move to another hex for free.&lt;br /&gt;
** Attacking in melee involves adding up the assault value of the attacking unit with any weapon bonuses and rolling that many dice. The opponent then has to roll for armour, with each shield removing a point of damage.  Whatever remains is now inflicted on your enemy&#039;s unit.&lt;br /&gt;
** Retreat!: If you feel that shit&#039;s gotten too real and you lost more than the enemy, you can retreat. Your unit now has to move one hex away from the attacker. However, if any model can&#039;t move away, then they have to make a Last Stand: That model has to roll a die, if a shield is rolled, then it stays and loses its Tactical Points, but otherwise it dies.&lt;br /&gt;
* Shoot: You take the Shoot Values of every gun equipped and roll that many dice at any unit you can see.  So long as you can draw a line of sight from the center of your unit&#039;s hex to the center of the target&#039;s hex, then you got a clean shot.  Otherwise, you need to make an Obscured Shot, which can cross over anything that isn&#039;t immovable terrain or a door, but lose any chances for Crits.&lt;br /&gt;
** Damage is measured by how many hits you roll with your weapons.  The enemy now has to roll for armour.  If you shot through rubble, then the unit gains a die for armour, and if you shot through a barricade, that adds two armour dice.&lt;br /&gt;
&lt;br /&gt;
===The Characters===&lt;br /&gt;
The game, obviously, focuses upon the [[Battle of Calth]], where the Ultras and Word Bearers smack each other up. The game gives the characters and their squads cards with a few key stats:&lt;br /&gt;
#&#039;&#039;&#039;Armour:&#039;&#039;&#039; This is how many dice you need to roll for defense when attacked.&lt;br /&gt;
#&#039;&#039;&#039;Stamina:&#039;&#039;&#039; Wounds.  Next. &lt;br /&gt;
#&#039;&#039;&#039;Assault:&#039;&#039;&#039; How much damage you cause in melee.&lt;br /&gt;
#&#039;&#039;&#039;Bulk:&#039;&#039;&#039; This is how much space your unit takes, duh.  The part where this matters is that each hex only carries a total bulk value of 3, so that means 3 legionaries or a Termie or a Legionary or the Contemptor can fit onto a Hex without things getting weird.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steloc Aethon:&#039;&#039;&#039; An Ultramarines Captain.  While he was born on Calth and he fought with the Word Bearers before this (even meeting with a younger Sedd and complimenting his skill), his duty to the Emperor stood stronger than the bonds of an old friendship.&lt;br /&gt;
*&#039;&#039;&#039;Kurtha Sedd:&#039;&#039;&#039; A Word Bearers Chaplain going the dark path to becoming a [[Dark Apostle]].  Sure, he had promise, faith, and undying devotion to the [[God-Emperor of Mankind]], but then that golden asshat had to ruin it all and bitchslap his Primarch.  Then he decided that Chaos had a better idea after &#039;&#039;&amp;quot;accidentally&amp;quot;&#039;&#039; murdering a bunch of fellows in disbelief.&lt;br /&gt;
*&#039;&#039;&#039;Sor Gharax, aka &amp;quot;The Bull&amp;quot;:&#039;&#039;&#039; Word Bearers Contemptor Dreadnought.  Survived a Titan blowing up and is now a death engine. Though he was once a beloved mentor, he eventually went that special kind of crazy Chaos Dreads tend to be as time went on, thanks in no part to his repeated service in the front lines.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Bolter:&#039;&#039;&#039; The basic gun, it&#039;s crit strips an enemy of a Tac point.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; a Bolter that can be used in melee like a basic chainsword, but can only shoot at things within three hexes.&lt;br /&gt;
*&#039;&#039;&#039;Combi-Bolter:&#039;&#039;&#039; Two bolters glued together.&lt;br /&gt;
**&#039;&#039;&#039;Combi-Weapons:&#039;&#039;&#039; Other Combi-weapons (Plasma/Flamer/Melta) can only fire once as either a bolter or as the other gun.  Unlike the main game, this isn&#039;t a one-shot deal.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; It&#039;s an even bigger bolter.&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; As accurate as a Combi-Bolter, but it has a shorter range, being only able to hit three hexes in front of it.  It&#039;s crit effect allows the user to make another shot at a nearby target within range, making it the bane of mobs.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; A flamer if it shot like a Heavy Bolter.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Slightly higher rate of fire than a bolter, but if it crits on an enemy within 3 hexes, then that enemy&#039;s right fucked as the melta ignores all armor.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; As good a shot as a melta, but it&#039;s crit has a deadly risk: You roll 4 dice and if two of them end up crits, then YOUR guy dies too!&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; A Plasma Gun in pistol form.&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; A weapon with a slightly better firing rate than a combi-bolter, with a crit that adds another die for each enemy in the target hex to the attack pool.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Multi-Melta:&#039;&#039;&#039; Contemptor gun Numero Uno. Shoots as good as a flamer and increases the crit range to SIX hexes.  This can very easily make a scary foe.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon:&#039;&#039;&#039; Contemptor Gun Numero Dos.  Shoots like a Heavy Bolter.  The Crit allows you to re-roll any shots that missed or got shielded, but if you get four crits, the gun overheats and breaks.  Take care of this weapon, for it will erase much.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; A step up from fighting barehanded, with a crit that lets you add another attack dice for each crit you score, but with nothing more.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; A Chainsword, but with a crit that instead halves the armor value of the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Fighting barehanded, but if that bare hand was massive and had a crit that ignores the armor of the closest idiot you punched.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist:&#039;&#039;&#039; A proppa choppy weapon with a crit that essentially instakills the closest enemy by counting their stamina as 1.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claw:&#039;&#039;&#039; While normally they have an assault value of +1, if paired, they become +3.  The crit allows 2/4 attack dice to be re-rolled.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Power Fist:&#039;&#039;&#039; A powerfist +1 (or +2 according to the actual weapon page) .  For Dreads.&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
*&#039;&#039;&#039;Grenade Harness:&#039;&#039;&#039; If a model with this is in close combat, add another attack die for each model in the enemy unit.  Pretty handy way to shore up a shooty Termie squad.&lt;br /&gt;
*&#039;&#039;&#039;Legion Vexilla:&#039;&#039;&#039; While no good as a weapon, this is still useful for re-rolling melee attacks and Last Stand die.&lt;br /&gt;
&lt;br /&gt;
==The Real Reason to Buy it==&lt;br /&gt;
This is all well and good, but the real reason people picked it up is because of its contents: It&#039;s the first of hopefully many HH sets that can now be bought as plastic as opposed to the more delicate [[Forge World]] resin.  A single box contains the following models:&lt;br /&gt;
* A Terminator Captain&lt;br /&gt;
* A Chaplain (technically a Dark Apostle)&lt;br /&gt;
* 30 Mark IV Marines, with a large array of guns to arm them with&lt;br /&gt;
* 5 Cataphractii Terminators, also armed with some guns as well as chainfists.&lt;br /&gt;
* A Contemptor Dreadnought, able to take either a twin-linked assault cannon or multi-melta.&lt;br /&gt;
&lt;br /&gt;
Also on top of that, each of the non-character sets can be customized with the FW stuff (A notion FW itself has caught on by packaging marine conversion kits for each Legion) and become combined as a small army at a cost considerably less than buying the same contents as resin, or even the equivalent kits from the regular store for that matter. Let&#039;s run some [[Crunch|numbers]]:&lt;br /&gt;
* 1 Terminator Captain: There isn’t one available, so let’s just go with the librarian in termie armor cost, which is [[Heresy|$31]]&lt;br /&gt;
* 1 Chaplain: $16&lt;br /&gt;
* 30 Tactical Marines (3 Tactical squads): $120 &lt;br /&gt;
* 5 Cataphractii Terminators (1 terminator squad): $50&lt;br /&gt;
* 1 Contemptor Dreadnought: $46.25 (Albeit a better looking one - the plastic one is a bit...off looking).&lt;br /&gt;
&lt;br /&gt;
So, you are getting about $263.25 worth of models for “only” $150 (around the value of a single [[Baneblade]] or [[Imperial Knight|Knight Titan]]), plus the board game.&lt;br /&gt;
&lt;br /&gt;
Including the Burning of Prospero box is even better, as it costs the same as Betrayal at Calth, but include even more miniatures. Sadly, this box is more sensitive to legions and alleigances. So if you want to make, or start, a Legion army with it, you may not use all the box depending of the legion you want. Let&#039;s see what&#039;s within:&lt;br /&gt;
* 30 Mark III &amp;quot;Iron&amp;quot; Marines. With Plasma Gun, Melta gun, Heavy Bolter, Legion Vexillia and assorted character wargear.&lt;br /&gt;
* 5 Tartaros Terminators, they come with ranged weapons and power fists convertable into lightning claws. The sergeant has specific guns, a Plasma blaster and a Volkite charger.&lt;br /&gt;
* [[Ahriman]], a Thousand Sons specific Praetor Librarian&lt;br /&gt;
* Geigor Fell-Handed, a Space Wolves-only Praetor&lt;br /&gt;
* 5 Custodians armed with either Guardian Spears or Sentinel Blades and Storm Shields&lt;br /&gt;
* 5 Sisters of Silence armed with either broadswords, bolters, or flamers&lt;br /&gt;
&lt;br /&gt;
As you can see, Traitor legions cannot use the coolest toys in the box save Ahriman, because Geigor, the Custodes and the Sisters are off limit as are Loyalists ([[Awesome|but usable in 40k, thankfully]]). Loyal legions on the other hand can use the box almost entirely, save Ahriman and Geigor if you&#039;re not into wolves. Regardless, with both boxes you get the wooping number of &#039;&#039;&#039;sixty marines&#039;&#039;&#039;, two units of terminators, a Contemptor dreadnought and two or three characters, so it&#039;s a nice start.&lt;br /&gt;
&lt;br /&gt;
====Legion Armies====&lt;br /&gt;
&lt;br /&gt;
As the armies in the Horus Heresy are wildly different from the [[Space Marine Chapter|Chapters]] we know and love, let&#039;s see an example of what army can we get with the boxes as-in, without exchanging weapons with other people (even if it&#039;s HIGHLY recommended) or picking bits in Forge World (Again, recommended):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Characters &amp;amp; H.Q.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Legion Praetor&#039;&#039;&#039; in Cataphractii Terminator Armor with Combi-melta and chain-fist.&lt;br /&gt;
* &#039;&#039;&#039;Chaplain Centurion&#039;&#039;&#039; with plasma pistol (can be converted into a vanilla centurion without much trouble)&lt;br /&gt;
* &#039;&#039;&#039;[[Ahriman]]/Librarian Centurion&#039;&#039;&#039; (&#039;&#039;Thousand Sons only&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Legion Centurion&#039;&#039;&#039; with Lightning claw (&#039;&#039;Space Wolves only&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troops&#039;&#039;&#039;&lt;br /&gt;
* 10-man &#039;&#039;&#039;Tactical Squad&#039;&#039;&#039; full bolters.&lt;br /&gt;
* 10-man &#039;&#039;&#039;Tactical Squad&#039;&#039;&#039; full bolters.&lt;br /&gt;
* 10-man &#039;&#039;&#039;Tactical Squad&#039;&#039;&#039; full bolters.&lt;br /&gt;
* 5-man &#039;&#039;&#039;Tactical Support Squad&#039;&#039;&#039; with Plasma Guns (combining boxes you&#039;ll have 6, more than enough).&lt;br /&gt;
* 5-man &#039;&#039;&#039;Tactical Support Squad&#039;&#039;&#039; with Melta Guns (the same as plasmas, but flamers cannot have such luck, as MkII doesn&#039;t have them as long as doesn&#039;t convert the sisters&#039; ones).&lt;br /&gt;
* 5-man &#039;&#039;&#039;Heavy Support Squad&#039;&#039;&#039; with Heavy Bolters (you&#039;ll have 6 of these, but missile launchers are only 3 as for some reason MkII doesnt include them).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elites&#039;&#039;&#039;&lt;br /&gt;
* 5-man &#039;&#039;&#039;Terminator Squad&#039;&#039;&#039; with Cataphactii armor and whatever weapons you want them to have.&lt;br /&gt;
* 5-man &#039;&#039;&#039;Terminator Squad&#039;&#039;&#039; with Tartaros armor and even moar weapons abaliable than the cataphractii.&lt;br /&gt;
* 10-man &#039;&#039;&#039;Veteran Tactical Squad&#039;&#039;&#039; with a lot of options for them (because the basic units doesn&#039;t use equipment beyond their special or heavy weapons and even there there will be a spare of whatever weapon you want, it&#039;s a free buffet here for them)&lt;br /&gt;
* 5-man &#039;&#039;&#039;Veteran Tactical Squad&#039;&#039;&#039; with whatever you desire for them (the same as above, and this sive screams a suicidal melta/plasma squad with outflank)&lt;br /&gt;
* &#039;&#039;&#039;Contemptor Dreadnought&#039;&#039;&#039; with either Kheres assault cannon or multi-melta&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Non-Astartes Elites&#039;&#039;&#039;&lt;br /&gt;
* 5-man &#039;&#039;&#039;Adeptus Custodes Squad&#039;&#039;&#039; with extra-blessed goodies (self contained unit, so do your worst. &#039;&#039;Loyalist only&#039;&#039;)&lt;br /&gt;
* 5-woman &#039;&#039;&#039;Sisters of Silence Squad&#039;&#039;&#039; with broadswords, bolter or flamers (one of the three, but have more than enough for all of them. &#039;&#039;Loyalist only&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
So as you can see, a sizeable Legion Army. Lacking in the vehicles section, especially [[Rhino|trans]][[Drop Pod|ports]] and in more specialised units like [[Assault Squad|assault squads]] or [[jetbike|jetbikes]]. But it&#039;s a good start and great foundation for expanding it into a greater force.&lt;br /&gt;
&lt;br /&gt;
==The Video Game==&lt;br /&gt;
Unexpectedly, GW announced on February 27, 2018 that they had partnered with Steel Wool Studios to make a video game version of Betrayal at Calth for both PCs and virtual reality headsets. Campaign, skirmish, and multiplayer (with cross-platform matchmaking) modes are confirmed, although we still don&#039;t know much about the specifics yet. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Specialist-Games}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Board Games]][[Category: Warhammer 40,000]][[Category: Video Games]]&lt;/div&gt;</summary>
		<author><name>2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Knight_Commander_Pask&amp;diff=292728</id>
		<title>Knight Commander Pask</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Knight_Commander_Pask&amp;diff=292728"/>
		<updated>2018-06-23T16:15:05Z</updated>

		<summary type="html">&lt;p&gt;2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6: &lt;/p&gt;
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&lt;div&gt;[[File:Pask.jpg|350px|thumb|right|He&#039;ll be too old for this shit when he says so, and not a moment before.]]&lt;br /&gt;
&lt;br /&gt;
Knight Commander Pask is considered one of the Imperial Guard&#039;s most renowned tank aces (not to be confused with Tank Commander Pask, who is considered one of the Imperium&#039;s most renowned knight aces). A [[hero of the Imperium]] of Man and a constant presence within the armoured regiments of the Cadian Shock Troops, Pask is one of the most skilled tank commanders ever to grace a Leman Russ Tank. He has commanded these behemoths through hundreds of campaigns, with his reputation continuing to grow with each victory. Over the decades Pask has commanded all variants of the Leman Russ and has mastered them all. He knows the capabilities and limits of each and every weapons system these mighty war machines can mount. Only a fool strays into his gun-sights, and that goes for [[awesome|Titans]] too, as Pask&#039;s got confirmed kills on at least four of them. Pask has also had his tank blown to bits out from under him dozens of times, but has somehow managed to survive each and every time to find a new Leman Russ and rechristen it the &#039;&#039;Hand of Steel&#039;&#039;, same as every previous tank he&#039;s commanded.&lt;br /&gt;
&lt;br /&gt;
== On the tabletop ==&lt;br /&gt;
Rules wise Pask acts like any other knight commander in the IG codex (Well, he&#039;s a few more points but its worth it for the sheer amount of destruction he can bring to the table). He counts as a HQ choice and thus can have a warlord trait (Pask automatically has Old grudges giving him and his squad preferred enemy against a codex of your choice, which is REALLY good due to reasons you will see below). Like other tank commanders Pask CANNOT go on his own, meaning that he has to be in a squadron with at least one other Leman Russ. Although this isn&#039;t a wholly bad thing, the fact that Pask has a buddy means that with some clever positioning you can force your opponent to damage the tank commander before Pask even takes a wound, which is extremely helpful as keeping pask alive is a priority due to how much he can bring to the table (Pask can also tell his buddy to GTFO if he becomes immobilized and fucks off to do whatever he damn pleases because he&#039;s motherfucking Pask). &lt;br /&gt;
&lt;br /&gt;
In addition to being a HQ choice and having one of the better (if not the best) warlord trait in the IG codex, pask also adds extra effects to the guns of whichever Leman Russ variant he is in (because he says so), the effects are as follows: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leman Russ battle tank&#039;&#039;&#039;: When piloting a Battle Tank Pask can re-roll to hit rolls, turning the sometimes unreliable and downright infuriating battle cannon into a more precise source of &amp;quot;Fuck you&amp;quot; for your opponent. &lt;br /&gt;
*&#039;&#039;&#039;Leman Russ Demolisher&#039;&#039;&#039;: Same as the Battle Tank but the shorter range on the demolisher cannon makes the re-roll to hit even more valuable due to the fact that Pask is more likely to be up close to the enemy and thus has a higher chance of hitting himself. The re-roll to hit negates this to a degree (Meaning more S10 destruction  for your opponent and less [[Fail]] for you). &lt;br /&gt;
*&#039;&#039;&#039;Leman Russ Vanquisher&#039;&#039;&#039;: Once again same as the above, not much else to be said in all honesty. &lt;br /&gt;
*&#039;&#039;&#039;Leman Russ Eradicator&#039;&#039;&#039;: See above. &lt;br /&gt;
*&#039;&#039;&#039;Leman Russ Executioner&#039;&#039;&#039;: Due to some tech-fuckery Pask is able to alter the profile of the tank&#039;s main gun from it&#039;s normal one to the following: 36&amp;quot;range S7 AP2 Heavy 1, Large blast, Blind, Gets hot. This is done presumably to increase the pale-ness of any SM player when their wonderfully painted Terminator squad is targeted by this plasma covered hulk of &amp;quot;Fuck you&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Leman Russ Exterminator&#039;&#039;&#039;: Pask gives the exterminator autocannon the rending special rule which means that on a 6 he ignores the armour saves of whatever he&#039;s shooting at, or against vehicles he can add an additional D3 to his armour penetration roll (allowing you to effectively pop some tanks with this weapon). While this is good and all the Exterminator&#039;s lack of [[Dakka]] means that the rending Pask gives it isn&#039;t used to it&#039;s full potential and thus there are better options. (Hint: It&#039;s the next tank) &lt;br /&gt;
*&#039;&#039;&#039;Leman Russ Punisher&#039;&#039;&#039;: Jesus Christ where do we even start with this thing? First of all the Punisher Gatling cannon is a 24&amp;quot; range cannon with S5 AP-, meaning that sure it has a lot of [[Dakka]] and can wound [[MEQ]] &#039;s effectively but literally EVERYTHING gets an armour save against it (Yes even that shitty 6+ T-shirt saves Ork Boyz and Chaos cultists get). Also you&#039;re not going to be popping any vehicles with even half decent armour with this thing, so you would think it wouldn&#039;t be all to useful right? Nope. Pask, once again due to some Superb Tech-fuckery (Which is most definitely some form of [[Heresy]] ) he gives the Punisher Gatling cannon the rending special rule. This turns the Punisher from &amp;quot;Meh&amp;quot; to &amp;quot;FEAR ME FOR I AM destruction INCARNATE&amp;quot; in approximately 30 seconds. Just to put this in perspective Pask has a 4/6 chance is hitting when rolling a D6 so in 20 shots he hits approx. 13/14 normally. A few of those have to be 1&#039;s so we&#039;ll add about another 4 D6&#039;s in there, which results in about 3 more hits (rounded up). So a total of 17 hits generally. Now against MEQ&#039;s he needs a 3 to wound and a 6 to rend. SO out of his 17 approx. 11 Will wound and out of them on average 2-3 will rend. Once again he has preferred enemy ro re-roll those 1&#039;s (we&#039;ll say there&#039;s around 2) which results in generally one more wound which has a 1/6 chance of rending. Assuming it&#039;s a rend that leaves you with 12 wounds four of which are rending. Suffice to say any infantry that Pask decides he doesn&#039;t like the look of aren&#039;t going to last very long. But there&#039;s more! Pask and his destruction train for the emperor don&#039;t discriminate in what they want dead, oh no tanks get the full 20 shots of &amp;quot;Fuck you&amp;quot; too. Mathematically he can kill around a land raider a turn with his main gun alone (assuming the dice are kind). Strap a lascannon onto him and his buddy, sit back, and watch as your opponent does their best Khorne Berserker impression due to the sheer [[Rage]] inducing shame of having half your army Curbstomped by a single IG tank unit. &lt;br /&gt;
&lt;br /&gt;
===8th Edition===&lt;br /&gt;
Gone are the different turret abilities. Pask now is just like a regular Tank Commander, albeit one that hits on a 2+ and can issue two orders instead of one. No longer had to be accompanied by a buddy tank, though he still should to take advantage of that extra order, and can now order issue orders to himself and other Tank Commanders. His natural Cadian doctrine lets him re-roll ones if he sits still in the movement phase giving him a &#039;&#039;97%&#039;&#039; hit rate! His new fixed warlord trait (if he’s your warlord) let’s you a roll a dice each time he issues an order and, on a 4+ issue the same order to another Leman Russ within 6”. Pair with a Punisher to delete entire infantry squads, Vanquisher to vanquish tanks, or a battle cannon to take on anything. &lt;br /&gt;
&lt;br /&gt;
TL:DR- Don&#039;t Fuck with Pask, he&#039;s almost as manly as [[Vance Motherfucking Stubbs]] and carries enough destruction to ruin your whole day and then some.&lt;br /&gt;
&lt;br /&gt;
{{IG-Characters}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial Guard]]&lt;/div&gt;</summary>
		<author><name>2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Broken_Aquila&amp;diff=105231</id>
		<title>Broken Aquila</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Broken_Aquila&amp;diff=105231"/>
		<updated>2018-06-22T21:57:40Z</updated>

		<summary type="html">&lt;p&gt;2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
The Warband of the Broken Aquila, formerly the [[Night Lords]] 10th Company, is a warband of Chaos Space Marines, of the Night Lords Legion if we still had to point that out. They&#039;re the guys you see in [[Aaron Dembski-Bowden]]&#039;s Night Lords trilogy.&lt;br /&gt;
&lt;br /&gt;
It was known as the Warband of the Exalted when it was headed by the Exalted/Vandred. Its name was changed informally to the Warband of the Broken Aquila when [[Talos]] took over, because his breastplate has an Aquila that was broken with a hammer to signify that they piss on their old ties to the Imperium. [[FAIL|It was originally inspired when Talos took a bolt shell to the chest on Isstvan and his friend Cyrion said it looked good.]]&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
&lt;br /&gt;
Talos : The leader of First Claw and former apothecary. His main schtick is that he has part of the Night Haunter&#039;s precognition, which is occasionally useful, but is also breaking his body down. Is oddly principled for a traitor marine and spends a lot of his time looking for some purpose other than just terror murdering. He also makes a point of looking after his serfs well, provided they do what he tells them. A notable part of his character is that he isn&#039;t the most powerful or even the best fighter ; instead he&#039;s the best at keeping a cohesive squad together and focused, which considering how dysfunctional the Night Lords are is saying something. He&#039;s also notable for being the one who hunted down and killed Curze&#039;s assassin, although she [[Blood Ravens|got away with the relics]] first. Dies with most the squad taking down Jain Zar herself, although given that she&#039;s a Phoenix Lord she&#039;ll be back at some point in the future. &lt;br /&gt;
&lt;br /&gt;
Xarl : The beatstick of First Claw. Talos&#039;s childhood friend (less so now) and regarded as the best fighter in the company. He&#039;s used as a threat by Talos to make anyone trying to edge for command by murdering their superiors. Apart from being an abrasive snarker, there isn&#039;t a lot else to say about him. Dies after headbutting a loyalist marine champion to death through his HELMET - Xarl wasn&#039;t wearing one.&lt;br /&gt;
&lt;br /&gt;
Cyrion : The snarky, witty one. The closest thing to a friend Talos has and would appear to the be most normal of the claw. Unknown to everyone, he has a Slaaneshi curse that lets him sense the fear of everyone around him. This would normally be considered an absolute chaos-godsend for a Night Lord but has the rather drastic drawback of not being able to turn it off and being horribly addictive, forcing him to go on secret serial-killing spree&#039;s of the ships crew. Luckily for Cyrion, he has an eminently suitable patsy in..&lt;br /&gt;
&lt;br /&gt;
Uzas : The one no likes but keeps around because he&#039;s useful. The most obviously corrupted member of the squad, openly worshipping Khorne and going into beserker furiess. Whilst he usually targets crew serfs, he occasionally attacks his fellow Night Lords. Even Xarl has problems keeping him at bay during his rages. He&#039;s put on execution notice by Talos for his various transgression, though the sad part is that it&#039;s not entirely his fault - he doesn&#039;t remember anything he does when he loses control and Cyrion keeps getting him to take the fall for his own murder sprees. He&#039;s more than a bit tetchy when he finds out the truth.&lt;br /&gt;
&lt;br /&gt;
Mercutian : The closest thing to a normal member of the squad, being First Claw&#039;s heavy weapons guy. Not originally a member of 1st Claw (Talos&#039; squad) but is adopted during the events of the first book. Unlike the others, who were typical gangsters on Nostromo, Mercutian was a spire born aristo, something the others don&#039;t let him forget. Is a believer in the in-universe fan theory that Sevetar is still alive in the present. &lt;br /&gt;
&lt;br /&gt;
Variel : A Red Corsair who joins the Night Lords because they&#039;re more his style (and the Red Corsairs are pricks). Former Apothecary Secundus, neat-freak, and medic / torturer extraordinaire. Comes across as borderline autistic; hates being touched and incapable of picking up on relevant social cues. Despite this, he and Talos have a bond of loyalty based on principle rather than friendship. Is the only member of the squad to survive the events of the books. After Talos dies, he takes his geneseed and pursues Octavia and Septimus through the stars, to recruit their child to the Legion.&lt;br /&gt;
Considering the existence of Decimus, it seems like he was successful.&lt;br /&gt;
&lt;br /&gt;
Lucoryphus : The leader of the Bleeding Eyes raptor cult (which his in fact do, somehow through his helmet) and all round creepy bastard. Is sufficiently mutated that he finds walking on all fours easier. Has no sense of personal space and gives off the impression of being ready to betray his commander at a moment&#039;s notice. He&#039;s not a great commander as he gets most of his cult killed by taking on a group of Salamander terminators in the cramped confines of a space hulk but makes up for it by having lightning claws for feet.&lt;br /&gt;
&lt;br /&gt;
Ruven : The one EVERYONE doesn&#039;t like, not just the Night Lords. Former librarian, sorcerer, and all-round prick. Ditches the Night Lords to join the Black Legion but is quickly ditched by them when his plans don&#039;t work. Joins the Red Corsairs but fucks up again, and is chained up in a room with no food or water and really powerful spotlights shining in his eyes, which is a very effective method of torturing a Night Lord. Is allowed to rejoin the Warband for probably the most elaborately stupid heist to steal a strike cruiser back (by attacking a loyalist fortress monastery as a distraction). Is so unpopular that two baseline humans, a navigator, and a blind mutant with a sawnoff basically tell him to fuck off and succeed. Stupidly decides that betraying the only people who took him back in was a good idea but Talos was sensible enough to cut him in half before he could even try.&lt;br /&gt;
&lt;br /&gt;
Malcharion: The War-Sage and former Captain of the 10th company before he was interred in a Dreadnought. Due to the difficulty of reactivating him, he was left in the care of 10th Company&#039;s resident tech priest, who mostly just let him sleep. Was reawakened on Talos&#039;s orders when a leadership dispute threatened what little cohesion the Warband of the Exalted had. His first action was to turn an assault terminator who had been sent to stop his awakening into swiss cheese with his autocannon. Was &amp;quot;killed&amp;quot; again taking down the Blood Angel&#039;s equivalent of Bjorn the Fell-Handed. Unknown to the rest of the crew, his casket was saved and he was reactivated for the events of Void Stalker. &lt;br /&gt;
&lt;br /&gt;
Vandred / The Exalted : Leader of the warband before Talos took over. Is in the slow process of possession by a Tzeentch demon, who keeps Vandred&#039;s soul bottled down. Is a genius at naval warfare but only whilst it can draw on Vandred&#039;s memories - it starts panicking when it can&#039;t do this. It has a love / hate relationship with Talos ; seeing him as a threat to it&#039;s authority but acknowledging his influence and precognitive gifts. Vandred&#039;s soul plays a veeery long game of patience with it, saving enough willpower over the centuries to take control back at the right moment, save the rest of the warband, and then relinquishing control back so the demon would be destroyed in his body.&lt;br /&gt;
&lt;br /&gt;
Septimus / Coreth : A human serf of Talos, the 7th if the name wasn&#039;t a giveaway. A former Imperial shuttle pilot, he became Talos&#039;s artificer after being captured on a raid, which makes him rather invaluable to the crew in general. Loyal to 10th company rather than Chaos or traitor forces in general. Also survives the events of the series, with a slim vestige of a happy ending (WHAT?! IN MY 40k!)&lt;br /&gt;
&lt;br /&gt;
Octavia / Eurydice Mervallion : Talos&#039;s 8th serf and a Navigator. Quite young and unmutated for a member of the Nobilite (explained by her family being a weak one genetically and not very powerful on Earth). Got snatched from a 4th rate rogue trader and suddenly becoming the Navigator of an Astartes warship. Reality ensues when her inexperience and lack of power make this a very difficult job to perform. Gets knocked up by Septimus, earning the latter a pretty big beating from Talos when he hears her babies heartbeat. Has an odd relationship with Talos, hating his guts for enslaving her and betraying the Imperium but kind of resigned to it. Also escapes the end of the books with a potentially happy ending.&lt;br /&gt;
&lt;br /&gt;
Deltrian : The Tech-Priest assigned to 10th Company and the Warband(s). Looks like a taller thinner version of the terminator in a robe, partly as a move to inspire the same kind of fear his masters have. Creates a stealth device by broadcasting the torture screams of a Warhound princeps and converting it into a jamming signal. The other Night Lords were impressed by this practical application of their usual MO. Also survives the events of the books. &lt;br /&gt;
&lt;br /&gt;
Decimus: He is the guy that appears in the epilogue of Void Stalker. Implied to be the son of Septimus and Octavia. When the Night Lord warbands ask him who he is and why he is standing in Talos&#039;s place; he says:&lt;br /&gt;
&lt;br /&gt;
My name is Decimus. I am the prophet of VIIIth Legion.&lt;br /&gt;
&lt;br /&gt;
Pure badassery.&lt;br /&gt;
&lt;br /&gt;
Did I mention that his geneseed originally belonged to Talos?&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Official}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Chaos]][[Category:Space Marines]][[Category:Stubs]]&lt;/div&gt;</summary>
		<author><name>2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=40K_Rules_Blooper_Reel&amp;diff=4195</id>
		<title>40K Rules Blooper Reel</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=40K_Rules_Blooper_Reel&amp;diff=4195"/>
		<updated>2018-06-21T21:05:41Z</updated>

		<summary type="html">&lt;p&gt;2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6: /* 8th Edition */&lt;/p&gt;
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&lt;div&gt;{{Fail}}&lt;br /&gt;
&lt;br /&gt;
GW has a history of failing to make rules that work, whether intentional or otherwise. This page is meant to compile all the classic examples of...[[derp|unintended]] [[fail|hilarity]] of GW ruleswriting throughout 40k.  The worst offenses, of course, became tactics like [[Screamerstar]] or [[Fish of Fury]].&lt;br /&gt;
&lt;br /&gt;
==2nd Edition==&lt;br /&gt;
*&#039;&#039;&#039;Polymorphine:&#039;&#039;&#039; This little wargear card was not restricted to [[Callidus]] [[Assassin]]s at first, any Imperial character with a free wargear slot could take it. It allowed said character to start the game disguised as a member of a troop squad. Queue endless instances of severe [[rape]] when what looked like a mere [[Imperial Guard|guardsman]] with a [[Lasgun|flashlight]] actually turned out to be a Terminator-armour clad [[Space Marine]] hero (for instance). Fun times.&lt;br /&gt;
&lt;br /&gt;
==3nd Edition==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scourges Don&#039;t Lift:&#039;&#039;&#039; Back then Scourges were Jump Pack Infantry with no ability to move and shoot their Heavy Weapons (unless they took Splinter Cannons, which were decent but not stellar). To add insult to injury GW gave them a warrior statline (they were literally BS3 Imperial Guardsmen stat-wise), and ridiculously expensive weapons that don&#039;t come standard. They were also among the more fiddly of the metal models to assemble as well with casts that rarely came out right (Right up there with the metal Wraithlord, and metal Daemon Prince in terms of outright defective models that you had to fix yourself with Green Stuff). Accordingly, they were seen as a joke unit in an already difficult to pilot army.&lt;br /&gt;
&lt;br /&gt;
==4th Edition==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Snikrot Shuffle:&#039;&#039;&#039; Boss Snikrot was made a unit upgrade for Kommandos, giving his unit the ability to appear from any table edge through &amp;quot;Behind Enemy Lines.&amp;quot; However, due to the way Behind Enemy Lines was worded, Snikrot was granting the unit the ability, rather than the unit itself being upgraded to have the ability. Thus, although arguably unintentional, it became legal to use Snikrot to &amp;quot;smuggle&amp;quot; decidedly unsneaky Ork Characters alongside him; one must imagine they were carrying the Boss&#039;s Bike Fred Flintstone-style.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Squad Broken!&#039;&#039;&#039;:  Units stopped scoring if they were below half strength.  While this made little difference on 10 or 20-man infantry units, it made quite a bit of difference if you were taking vehicle squads.  Players would deliberately take odd-numbered squad sizes to increase the threshold for half.&lt;br /&gt;
&lt;br /&gt;
==5th Edition==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Musical Wounds:&#039;&#039;&#039; 5th edition wound allocation stated that you had to distribute wounds as evenly as possible between all models in a unit before it rolled for saves. In theory this meant that if you did a lot of wounds at once, you could force your opponent to risk losing Sergeants or hidden Special Weapons. In practice, Musical Wounds combined with multi-wound units led to a phenomenon where players would give each model a unique loadout, so that you effectively had to deal the model&#039;s unit worth of unsaved wounds before said unit removed any casualties. The two most notable example units that abused this mechanic were Nob Bikers and Grey Knight Paladins, though Thunderwolves and even Dark Eldar Grotesques could join in the fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You won&#039;t need Eyes When You&#039;re Raging:&#039;&#039;&#039; 5th Edition introduced True Line of Sight, with the stipulation that infantry models had to measure Line of Sight &amp;quot;from the eyes.&amp;quot; Tyrant Guard had a special rule that they would suffer from Rage if the Hive Tyrant they were protecting died. Unfortunately, Rage as written stated you had to move towards the closest &amp;quot;visible&amp;quot; enemy unit, which RAW was impossible for Tyrant Guard since they don&#039;t actually have eyes.&lt;br /&gt;
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*&#039;&#039;&#039;Selective Warp Field:&#039;&#039;&#039; This one was a formatting goof, but when Codex Tyranids came out, the rules for Warp Fields stated that &amp;quot;A Zoanthrope with a Warp Field has a 3+ Invulnerable Save.&amp;quot; The Doom of Malan&#039;tai had a Warp Field but was not explicitly stated to be a Zoanthrope (this is one area where Keywords would have helped). Thus, until GW actually FAQ&#039;d it, people could argue that the Doom didn&#039;t actually get an Invulnerable Save (and INAT ruled as such until the GW FAQ overturned it).&lt;br /&gt;
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*&#039;&#039;&#039;Crouching Wraithlord, Leaping Ork Boy&#039;&#039;&#039;: Since True Line of Sight also did not come with any real restrictions against &amp;quot;modelling for advantage,&amp;quot; players initially sought to exploit this by heavily modding or basing figures. Comedically, Canis Wolfborn gained an extra attack for each model in base-to-base with him, and the rules stated &amp;quot;if you&#039;re thinking of modelling Canis on a really large base to take advantage of this, don&#039;t.&amp;quot; This wasn&#039;t a formal restriction against basing however. In the meantime, legs were snipped to give upright poses and models raised high overhead to give the best lines of fire. The Eldar Wraithlord became one of the most notable offenders, being popularly modded into a crouching or &amp;quot;prone&amp;quot; position to lower its height and make it easier to acquire 50% cover (It did deliver some pretty boss looking conversions, though, so it wasn&#039;t all bad).&lt;br /&gt;
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*&#039;&#039;&#039;By Any Means, Indeed:&#039;&#039;&#039; Inquisitor Lord Karamazov came back with a vengeance in Codex: Grey Knights. Although his statline was reduced from Strength/Toughness 6 to Strength/Toughness 5, he became an Independent Character and thus could be hidden in a unit. However, his main abilities were that he granted a bubble of morale/pinning rerolls, while having an Orbital Strike Relay and the ability &#039;&#039;&#039;By Any Means Necessary:&#039;&#039;&#039; Karamazov could center an Orbital Strike over any friendly model, even one engaged in melee, and it would not Scatter. Although fluffed as an &amp;quot;in extremis&amp;quot; ability to prevent the Grey Knights from being overrun by offensive hordes, a more amusing trick came into play when comboed with Grey Knight Interceptors: Interceptors had the ability to Shunt, letting them move 30&amp;quot; in exchange for not being able to assault. A Lance had a blast radius of 1.5 inches, and squad coherency was two inches. [[derp|However, in 5th, it explicitly operated at full strength even with partials. Thus, a common trick was to Shunt Interceptors so one sacrificial Grey Knight could tag two enemy tanks]]; [[Tallarn|for fun, model said Interceptor with a suicide vest going &amp;quot;Emprah Akbar!&amp;quot;]]&lt;br /&gt;
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==6th Edition==&lt;br /&gt;
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*&#039;&#039;&#039;Grumblegrumble Stupid Chariot:&#039;&#039;&#039; The 6th edition Burning Chariot of Tzeentch was introduced as a Skimmer Chariot, fast and fragile and meant to act akin to a Daemon Land Speeder of a sort. Unfortunately, the actual ranged weapons were on the Exalted Flamer atop the whole Chariot, which was not Relentless. Thus, the Chariot had to move or shoot, which was a death sentence for such a fragile ride (7th fortunately made them Relentless).&lt;br /&gt;
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*&#039;&#039;&#039;Dude, Where&#039;s My Bomb?:&#039;&#039;&#039; The 6th ed Sunshark Bomber had a Pulse Bomb Generator: Whenever the Sunshark successfully makes a Bombing Run, you could roll a D6, and on a 2+, you got a bomb back. [[Fail|Unfortunately, the Sunshark as written didn&#039;t actually start with a Pulse Bomb]]. [[Rage|This remained unfixed in 7th edition]].&lt;br /&gt;
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*&#039;&#039;&#039;Interceptor Drones Don&#039;t:&#039;&#039;&#039; Adding further insult to injury, the Sunshark Bomber came with two Interceptor Drones, that had Skyfire and the Interceptor rule. However, the way Intercept was worded, [[derp|it only worked if the weapon itself had Intercept; there was no wording for the model itself having Intercept.]] [[wat|The Early Warning Override was specifically worded that &amp;quot;all weapons on a model with an Early Warning Override have the Intercept special rule&amp;quot; to avoid this]], [[fail| so any Crisis Suit could be upgraded to intercept, but an Interceptor Drone RAW could not Intercept.]] [[RAGE|This was un-FAQed throughout both 6th and 7th]].&lt;br /&gt;
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*&#039;&#039;&#039;Thermonuclear Pyrovores:&#039;&#039;&#039; The Pyrovore in 5th-7th was memetically known as a super-useless unit, but the 6th edition Tyranid Codex was known for a hilariously misworded Volatile rule: Whenever a Pyrovore died to Instant Death, &#039;&#039;&amp;quot;Every unit suffers a S3 hit for each model (excluding other Pyrovores) within d6 inches of the Pyrovore.&amp;quot;&#039;&#039; Read that rule, and comprehend what &amp;quot;every unit&amp;quot; means.&lt;br /&gt;
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*&#039;&#039;&#039;Lookout, Wez Ork Snipers!&#039;&#039;&#039;: 6th edition introduced &amp;quot;Character&amp;quot; as a subtype for models; Characters could accept and issue Challenges to other Characters, and benefit from &amp;quot;Look Out Sir,&amp;quot; which let other models take wounds on their behalf; furthermore, Characters in 6th ed had the Precision Shot rule, meaning that on 6s to hit, the attacker could allocate hits instead of the defender.  When the 6th ed FAQs first rolled out, Ork Nobs were indexed to be Characters. However, the index didn&#039;t distinguish between Nobs leading Boys or units of Nobs; not only could Nobz play Musical Wound Games where they could pawn off wounds to each other on a 4+, but that a unit of Nob Bikerz (each Biker fires 3 shots, hitting on 5s and rerolling misses, and choosing the model affected on a 6) [[wat|was generally better at sniping out troublesome targets than many dedicated snipers]]. GW did eventually FAQ their FAQ to state that only *one* Nob in each unit of Nobz/Meganobz got the Character distinction, while 7th ed made Precision Shot a USR that Characters did not innately receive.&lt;br /&gt;
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*&#039;&#039;&#039;Legion of the Dammit:&#039;&#039;&#039; Codex Legion of the Damned was touted as a standalone supplement that was meant to let players field them as a standalone force. The rules required the Legion of the Damned to start with their entire army in Reserves. Unfortunately in 6th, [[derp|you automatically lost if you didn&#039;t actually have any units on the table]]. GW would later apologize in an FAQ for the standalone touting and confirmed the rules were intended for Legion of the Damned to support another army rather than act on their own.&lt;br /&gt;
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*&#039;&#039;&#039;Asses of Fire:&#039;&#039;&#039; Heldrakes&#039; Baleflamer during its inception counted as being turret-mounted, allowing the Hellturkey to Vector Strike and then hose the same unit with hellfire from its, errm... eye of terror. It was quickly errata&#039;d, but, while not exactly game-breaking, it still lead to horrifying implications, given the damn things were everywhere back then.&lt;br /&gt;
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==7th Edition==&lt;br /&gt;
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*&#039;&#039;&#039;Nobz In A &#039;Naut:&#039;&#039;&#039; This may have arguably just been insidious GW marketing instead of them failing to understand their own game, but Gorkanauts/Morkanauts were touted as &amp;quot;nearly indestructible&amp;quot; and reliably able to transport Nobz or other elite units into the fray, despite the fact that they were not Superheavy Vehicles. While you could one-shot them with a lucky Melta or Lascannon shot, a more common outcome was for one to be Immobilized by a Grav Cannon rolling a 6. As for serving as an assault transport, GW forgot to give the &#039;Nauts the Assault Ramp rule, and thus [[Fail|you couldn&#039;t actually assault from one]]. To add insult to injury, these vehicles cost *more* than a Land Raider while moving slower. &lt;br /&gt;
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*&#039;&#039;&#039;Knight Rider Chronus:&#039;&#039;&#039; In 7th edition, Ultramarines could purchase Chronus as an upgrade to Tanks. Unlike Longstrike or Pask, Chronus was an Infantry Character, that would turn the tank he was riding into a Character, only to emerge from said Tank like a passenger should it be destroyed. However, RAW, Chronus was a Character and so was the Tank that Chronus was riding in, but neither were the same Character. Thus, you could either make Chronus your Warlord and wait before his tank was destroyed before you could use his Warlord Trait (assuming it required being on-table), or make his Tank your Warlord. Thus, it&#039;s more funny to imagine Chronus&#039;s tank as KITT from Knight Rider. (As an amusing bonus, he also had a Servo-Arm but not Blessing of the Omnissiah, so he could punch stuff but couldn&#039;t fix it).&lt;br /&gt;
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*&#039;&#039;&#039;Khornedogs of Slaanesh:&#039;&#039;&#039; Daemons in Khorne Daemonkin had Fearless instead of Daemonic Instability. Thus, Battle Brothers from Chaos Space Marines could join Daemon units from Khorne Daemonkin. Although an Independent Character with a Mark could not join a unit with a different Mark, having the Mark of a Chaos God and being a Daemon of a Chaos God were two different things. Thus, Daemonkin meant you could have a Sorcerer of Slaanesh use Flesh Hounds of Khorne as bodyguards. &lt;br /&gt;
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*&#039;&#039;&#039;Shred this Worthless Supplement:&#039;&#039;&#039; The Farsight Enclaves Supplement has the Warlord Trait &#039;&#039;&#039;Through Surety, Destruction.&#039;&#039;&#039; Once per game, the Warlord&#039;s unit gains Shred for a single Shooting Phase. Sounds good right? Who doesn&#039;t like rerolling to wound? Unfortunately, as worded, [[fail|Shred only works in close combat unless applied specifically to the weapon, meaning this Warlord Trait as written does nothing whatsoever]].&lt;br /&gt;
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*&#039;&#039;&#039;Dastardly DJ Roombas:&#039;&#039;&#039; The &#039;&#039;&#039;Drone-Net VX1-0&#039;&#039;&#039; Formation required you to take at least four units of Drones, and granted them several bonuses: First of all, they got &#039;&#039;&#039;Collective Targeting Data&#039;&#039;&#039; which granted all Drones (including Drones that were not part of the Formation) +1 Ballistic Skill &amp;quot;In the Shooting Phase&amp;quot; as long as at least two Drones &amp;quot;from this Formation&amp;quot; were on the Battlefield. [[skub|It was never FAQed whether &amp;quot;from this Formation&amp;quot; allowed for the bonus to stack if you took multiple copies of the Formation, nor whether you applied it before or after a Drone Controller]]. Additionally, the Formation had the bonus &#039;&#039;&#039;Enhanced Tactical Responses:&#039;&#039;&#039; All Drones in the Formation had Jink, Split Fire, Precision Shots, and Interceptor. Similar to the Sunshark&#039;s Drones, [[fail|Interceptor as worded would be useless for the Gun Drones RAW]], [[derp|while GW had to FAQ that Gun Drones could not both Jink and Go to Ground]] [[wat|like sneaky DJ Roombas]].&lt;br /&gt;
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*&#039;&#039;&#039;Ordo Xenos or Ordo Xerox?:&#039;&#039;&#039; Codex Deathwatch had generally sloppy rules, copypaste formations (&amp;quot;Reroll to-wound vs X&amp;quot;), and odd examples of GW being arbitrarily restrictive in unit loadouts (notably, Deathwatch couldn&#039;t take Rifleman Dreads or Strontos Razorbacks). However the most amusing example of this was how the Bane Bolts relic had a profile for being used by a Stalker Boltgun, despite Deathwatch HQs not having the option for a Stalker Boltgun.&lt;br /&gt;
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*&#039;&#039;&#039;Siphon Magic, Period:&#039;&#039;&#039; Siphon Magic may easily be the worst-written power of 7th edition. &#039;&#039;&amp;quot;Siphon Magic is a&#039;&#039; &#039;&#039;&#039;Blessing&#039;&#039;&#039; &#039;&#039;that targets the Psyker. For the rest of the phase, each time a friendly model successfully manifests a psychic power within 18&amp;quot; of them, place a dice next to this model. Any dice accrued in this manner can be used by the Psyker as bonus Warp Charge points.&amp;quot;&#039;&#039; This power itself was problematic for several reasons: Does &amp;quot;a friendly model&amp;quot; include the Psyker that cast Siphon Magic? Did casting Siphon Magic actually grant the Psyker an immediate bonus die? It was noted that Deny the Witch did not turn a Success into a Failure, but simply cancelled the power&#039;s effect, and so Siphon Magic still granted a bonus die. However, the real RAW kerfluffle was the fact that since [[derp|Siphon Magic did not grant bonus Warp Charge, but &amp;quot;dice that could be spent as additional Warp Charge,&amp;quot;]] [[skub|you could argue that it was possible to store dice from Siphon Magic across turns]]. You could even state that this was &amp;quot;intentional,&amp;quot; since the Tyranid Neurothrope had a similar ability that let it gain additional Warp Charge that could only be used by its unit. Hilariously though, Siphon Magic was otherwise useless for ML 1 Psykers since if it was the only power that could be cast that turn, then it would mean storing up dice that could not be used. Oops.&lt;br /&gt;
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*&#039;&#039;&#039;No Death Guard Zombies:&#039;&#039;&#039; Typhus let you nominate any Chaos Cultists as Plague Zombies at army creation, giving them Fearless, Feel No Pain, and Slow and Purposeful. They however could not purchase any other options besides increasing their unit size. When Traitor Legions came out, it added rules for different Legion Tactics; notably, Death Guard detachments required all units with the option to purchase the Mark of Nurgle. Due to ambiguous order of operations, it was entirely possible that the Cultists having to purchase the Mark of Nurgle precluded Typhus being able to nominate said Cultists as Zombies. However, Typhus let you nominate any Cultists in your army, and not necessarily the Detachment he was in, so if you took an allied Alpha Legion detachment, you could have Infiltrating ninja-zombies. Let that image sink in.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Pain:&#039;&#039;&#039; The Ynnari Psychic Power Unbind Souls targeted an enemy unit, and made a number of Strength 4 attacks equal to the number of models in the target unit. It was supposed to be used to cut large hordes down to size. However, the rulewriter forgot that only models in range and line of sight could be removed as casualties, and Unbind Souls only had 12 inches of range. The result would be a few unlucky Orks or Tyranids being struck down with extreme overkill, to the confusion of the rest of the unit.&lt;br /&gt;
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*&#039;&#039;&#039;Revenge is Sweet:&#039;&#039;&#039; In what may be the best bit of poetic irony of 7th Edition, the Avatar of Khaine was completely immune to Guilliman, since all of Guilliman&#039;s close combat attacks had Soul Blaze. Feels good to be immune after being used as punching bag in all of Matt Ward&#039;s old fluff...&lt;br /&gt;
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==8th Edition==&lt;br /&gt;
Strap yourself in, son, this is gonna be a long one.&lt;br /&gt;
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*&#039;&#039;&#039;And They Shall Know Fear:&#039;&#039;&#039; As written, 40k uses a system where you roll dice (d3s, d6s, 2d6s, etc.) and add modifiers to the roll to get the result. If you have any ability to re-roll, those are applied before any modifiers. Space Marines have &#039;&#039;&#039;And They Shall Know Know Fear&#039;&#039;&#039; which lets them reroll failed Morale Tests. However, a Morale Test is resolved by rolling a D6 and adding the number of casualties the unit has suffered to obtain the result, before comparing against the unit&#039;s base leadership. [[Skub|Differring arguments exist as to whether adding a number to get a result is considered a modifier, vs a modifier being for a basic roll otherwise]], but the end result would be that through a literal interpretation, [[Fail|Marines by default could never reroll morale, since they would compare the d6 against their highest Ld (8 for the Sergeant), then modify the roll with the casualties]]. [[Wat|Ironically, this means abilities that lower the Marine unit&#039;s Ld would make it more likely for the Marines to actually use ATSKNF]]. [[Skub|You can argue if this is intentional or not too]], [[That Guy|stating &amp;quot;ATSKNF only kicks in when facing true fear.&amp;quot;]]&lt;br /&gt;
*&#039;&#039;&#039;Technically Correct: The Best Kind of Correct:&#039;&#039;&#039; The big FAQ introduced new suggested rules for Tournament play to prevent spam by introducing a hard limit to the same Datasheet to 3 &#039;&#039;per army&#039;&#039; in a 2k point game. On Paper this means you will see at most 3 Flyrants, 3 Units of Dark Reapers, 3 Fire Raptors etc. Sounds good on paper and limits MSU and Spam, right? Well they forgot about the Daemon Prince and the Leman Russ. [[Derp |First off the Daemon Prince! You can still bring a Battalion of Chaos Marines, Battalion of Daemons, and then a Supreme Command Detachment of Thousand Sons or Death guard because it is a separate Datasheet for each army]]. [[Derp |Second the Leman Russ is limited to 3 Squads of Leman Russ tanks, so you can bring 3 Squads of 3 in a Spearhead and 3 Tank Commanders in a Supreme Command if you want, then have the 12 Leman Russ Tanks all break unit during the game, giving you 12. 13 if you also take pask. And then you could keep going with all the forge world variants...]] This works with anything that can Combat Squad or has similar abilities as well.&lt;br /&gt;
**Even better with Forge World and the Russes. The Death Korps Mars Alpha Russ is a separate datasheet, as is the Conqueror, Stygies Vanquisher and the Annihilator. So you can have [[Wat|48 units of Russes when there is meant to be a cap of three.]] This would cost far more than 2000 points, though.&lt;br /&gt;
**With the new Knights codex, there are new type of mini-knight called Armigers, which are split into 2 datasheets and can be taken in 3 man squads like the Russes. So have fun with 18 Lords of War when the limit should be 3.&lt;br /&gt;
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*&#039;&#039;&#039;What Role Am I Anyway?:&#039;&#039;&#039; The rules to the aforementioned hard limit says &amp;quot;this rule does not apply to units with the Troops or Dedicated Transport Battlefield Role.&amp;quot; [[Fail|However, this does not account for the fact that the same Datasheet can be taken for multiple Battlefield Roles]]. For example, Khorne Berzerkers are Troops in a World Eaters Detachment and Elites otherwise. [[Skub|Depending on your interpretation, this can either mean &amp;quot;ignore Troops and Dedicated Transports when determining your total,&amp;quot; that units cannot be exempt unless they can only ever be taken as Troops or Dedicated Transports, or they can so long as the potential to take them as Troops exists]].&lt;br /&gt;
**The reasonable interpretation would be that, using Berzerkers as an example, you can have unlimited Troops Berzerker datasheets and a cap on Elites Berzerker datasheets. Why GW couldn&#039;t make this clearer is anyone&#039;s guess.&lt;br /&gt;
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*&#039;&#039;&#039;Does anyone actually playtest this anymore?&#039;&#039;&#039; FAQ again! So the character targetting rules changed to prevent cheese. before you could only target a character with less than 10 wounds if they were the closest &#039;&#039;visible&#039;&#039; unit. This lead to [[cheese]] like surrounding sauads with their own tanks and transports, leaving a small hole so a unit could only see a character, or attempting to snipe characters with Mortars and Basilisks. GW tried to patch this out. [[What|Now you can&#039;t target the character is there is a unit between the shooter and character &#039;&#039;&#039;even if that unit isn&#039;t in LoS&#039;&#039;&#039;.]] This has lead to characters like Archons and [[Smashfucker]] becoming the best objective holders and deep strike denial units in the entire game. Now imagine what a Reaper Launcher Autarch with Mark of the Incomparable Hunter can do with this...&lt;br /&gt;
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*&#039;&#039;&#039;GRAMMAR IS FOR THE WEAK!:&#039;&#039;&#039; The Chaos Daemon Codex has the rule &#039;&#039;&#039;Daemonic Ritual:&#039;&#039;&#039; Instead of moving in their Movement Phase, any CHAOS CHARACTER may, at the end of their Movement Phase, attempt to summon a DAEMON unit &#039;&#039;with this ability&#039;&#039; by performing a Daemonic Ritual. The key is the &amp;quot;with this ability,&amp;quot; since this can form an ambiguous lexical construct. &amp;quot;I found you with my flashlight&amp;quot; can either mean subject A found Predicate B in the possession of A&#039;s Flashlight, or that A used A&#039;s Flashlight to find B. Only by noticing that non-character Daemon Units have Daemonic Ritual will a player infer that [[wat|having Daemonic Ritual does not let you perform a Daemonic Ritual]], [[derp|but lets any Chaos Character that doesn&#039;t necessarily have Daemonic Ritual perform a Daemonic Ritual]], [[FAIL| and the clause &amp;quot;By performing a Daemonic Ritual&amp;quot; is just flavor-text with no actual relevance to Daemonic Ritual]]. [[Skub|Feel free to attempt to summon a Heldrake]] [[That_Guy|on account of ambiguous ruling though]].&lt;br /&gt;
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*&#039;&#039;&#039;Lesser Keyword of Solomon:&#039;&#039;&#039; The Daemon Codex came with many Stratagems, which people immediately started thinking of ways to apply to [[Cheese|Magnus and Mortarion]]. To curb this, GW released a FAQ stating that Daemon Stratagems and Relics only work on Faction Keyword Daemons. The problem? The Warhammer Designer Commentary FAQ (the same one preventing Sept&amp;lt;Craftworld&amp;lt;Wu&#039;Tang Clan&amp;gt;&amp;gt;) states that [[derp|once the battle is begun, there is no functional difference between a Keyword and a Faction Keyword]], [[Fail|so the errata as written doesn&#039;t work]].&lt;br /&gt;
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*&#039;&#039;&#039;Plasma is Hotter At Night:&#039;&#039;&#039; When you Overcharge Plasma weaponry, it explodes on a 1. Not a &amp;quot;natural&amp;quot; one but a &amp;quot;modified one.&amp;quot; This means any penalties to-hit also increase the odds of Plasma exploding. The Machine Spirits are afraid of the dark. Note that supercharged Plasma Guns &amp;quot;slay the bearer on a hit roll of 1&amp;quot;. Everything in the book draws gear from one list. Yes, including vehicles. Yes, that 371pts Land Raider with 16 wounds just spontaneously evaporated itself with its own pintle-mounted combi-plasma. Don&#039;t press that, brother!&lt;br /&gt;
**To add insult to injury, there is even a situation where you can make an Overcharged Plasma Cannon explode on any result to hit, thanks to GW giving -1 to hit effects to the Craftworld Eldar like it&#039;s going out of style. All you need to do is overcharge and shoot a Plasma Cannon at night (-1 to hit) after moving (-1 to hit) at some knife eared assholes painted blue (Alaitoc Attribute, -1 to hit at +12&amp;quot;) with fancy armour (Warp Spider&#039;s Flickerjump ability, -1 to hit) who are pulling some Matrix shit (Lightning-Fast Reactions Stratagem, -1 to hit). So that&#039;s a total of -5 to hit, meaning any result you roll to hit will be modified down to a 1. I guess the Machine Spirits are also scared of Eldar too?&lt;br /&gt;
**On a more positive note, you can (almost always) fire the gun on regular mode at no risk. As hilariously bad as this rule is, you at least don&#039;t &#039;&#039;need&#039;&#039; to commit suicide or do nothing.&lt;br /&gt;
**Some models have special rules on their guns to &amp;quot;fix&amp;quot; this, mostly characters with big expensive minis and guns that only cause a mortal wound on a 1.&lt;br /&gt;
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*&#039;&#039;&#039;Anti-Air Flamethrowers:&#039;&#039;&#039; Flamethrowers in 8th edition no longer use an AoE &amp;quot;teardrop&amp;quot; template, but instead inflict a random number of automatic hits on a unit. For example, a Hellhound&#039;s Inferno Cannon inflicts D6 automatic hits. Due to these changes, regular flamers are less important as a crowd control weapon, and more as an anti-hitmod (and [[derp|anti-aircraft]]) weapon; this is especially true of weapons that have a multi-damage value like the aforementioned Inferno Cannon. Where it gets silly though is how Flamers interact with &amp;quot;ambush/deepstrike&amp;quot; abilities. See, regular flamers have an effective range of 8 inches, but most &amp;quot;strike from Reserve&amp;quot; powers require you to set up more than 9 inches away. This means that flamers are useless when you appear from Reserves, but it also means they&#039;re useless for defending against units Charging from Reserves, since the flamers are [[fail|out of range and thus unable to actually lay down a Wall of Death like in 6th-7th Edition, or interrupt movement like in 2nd Edition]].&lt;br /&gt;
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*&#039;&#039;&#039;All is Atomized Dust:&#039;&#039;&#039; The rules for Psykers in 8th are copied from Age of Sigmar: Roll 2d6 against the Psychic Power&#039;s difficulty, suffering Perils if you roll double 1s or double 6s. Perils means you suffer D3 Mortal Wounds, and inflict another D3 Mortal Wounds to all units within 6&amp;quot; should the Psyker be slain as a result. Unfortunately, the Aspiring Sorcerer in a unit of Rubric Marines...has 1 wound, while having a weaker version of Smite. Because Mortal Wounds spillover, this means you lose 2d3 models to Perils, the Sorcerer among them. Don&#039;t even think about trying to cast powers against Hive Fleet Kronos, lest your [[fail|expensive Rubric Marines go up in a blaze of Chaos is Fickle!]] &lt;br /&gt;
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*&#039;&#039;&#039;Just Another Bugged Hunt:&#039;&#039;&#039; Genestealer Cults have a special rule called Brood Brothers: For each Genestealer Cult detachment in your army, you may take one Guard detachment, ignoring said Guard Detachment&#039;s Faction Keywords when determining if your army is Battle-Forged. The Guard Detachment cannot benefit from any Regiment-specific Stratagems, Doctrines, or Relics. However, a separate Forgeworld FAQ ruling states that Elysian and Krieg bonuses are not considered Regiment bonuses but their own &amp;quot;bespoke&amp;quot; rules. Combine with the fact that Brood Brothers has no restriction on being triggered by an Auxiliary Detachment, and you can have a Battalion of Tyranids fighting alongside a Battalion of Elysians, [[wat|with a single Cult Acolyte in an Auxiliary Detachment making the list Battle-Forged]].&lt;br /&gt;
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*&#039;&#039;&#039;Unfocused Fire:&#039;&#039;&#039; Due to wonky RAW, the Tau Stratagem Focused Fire (hopefully to be FAQd) works best by splitting fire across the entire enemy army. Say the opponent has a unit. You shoot that unit, it fails its save, and you then activate Focus Fire. For the rest of that phase, any T&#039;au Sept *unit* of yours that *targets* that unit gets +1 to wound. However, selecting targets and resolving shooting are separate steps; this means that RAW, a Hammerhead could allocate Smart Missiles against the unit that Focus Fire was activated against, allocate its Railgun against another unit, and get +1 to wound both units. &lt;br /&gt;
**The Big FAQ errata&#039;d Focus Fire so that you get +1 to wound with attacks that are made by T&#039;au Sept units from your army that target the enemy unit. [[Skub|Although some will argue that &amp;quot;that target unit&amp;quot; refers to the attacks]], even if that were the case, [[Derp|RAW units Choose Targets, and then after allocating weapons, you Resolve Attacks]], [[Fail|and therefore this errata effectively changes nothing]].&lt;br /&gt;
**&#039;&#039;&#039;Sidenote:&#039;&#039;&#039; 8th renames Tau to T&#039;au, while adding bonuses for Sept T&#039;au. Thus, there was a joke due to the Faction and Sept having the same name. [[derp|&amp;quot;All T&#039;au are T&#039;au but not all T&#039;au are necessarily from T&#039;au.&amp;quot;]]&lt;br /&gt;
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*&#039;&#039;&#039;Really Hot-Blooded:&#039;&#039;&#039; Normally, the shooting sequence is: Select a unit to shoot, Declare targets, allocate weapons, then resolve attacks. Certain Stratagems or abilities may allow a unit to &amp;quot;fire its weapons twice&amp;quot; or &amp;quot;shoot an additional time at the end of the Shooting Phase.&amp;quot; However, the Vior&#039;la Stratagem &#039;&#039;&#039;Hot-Blooded&#039;&#039;&#039; is worded that at the start of the Shooting Phase, you may pick an INFANTRY unit from your army, and it may be &amp;quot;chosen to shoot twice this phase.&amp;quot; The key is that normally, the rules state that you may not select a unit to shoot if it Fell Back, Advanced, or is engaged, [[derp|yet this Stratagem as written overrides those restrictions]]. [[Fail|Unlike other RAW screwups, it is unknown if this was intentional or just GW flubbing standardizing their rules]].&lt;br /&gt;
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*&#039;&#039;&#039;Supreme Lack of Fire Discipline:&#039;&#039;&#039; The T&#039;au Sept Sa&#039;cea has the Tenet &#039;&#039;&#039;Calm Discipline&#039;&#039;&#039;, which at first looks similar to the Salamander Chapter Tactic &#039;&#039;&#039;Master Artisans&#039;&#039;&#039;, in that it lets each Sa&#039;cea unit reroll a single to-hit roll. However, while the Salamanders Chapter Tactic is worded that you &amp;quot;you can reroll a single failed hit roll and a single failed wound roll made for a SALAMANDERS unit with this Tactic each time it shoots or fights,&amp;quot; the Sa&#039;caea Tenet is written that &amp;quot;In the Shooting phase you can re-roll a single failed hit roll when a unit with this tenet shoots.&amp;quot; [[Fail|As written, the Tenet gives you one reroll to-hit for the entire shooting phase, and not one per unit.]]&lt;br /&gt;
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*&#039;&#039;&#039;Ork Snipers are totally a thing:&#039;&#039;&#039; Again with GW forgetting that -1 to hit is actually powerful and handing it out everywhere, this means that Orks are literally incapable of hitting anything with a -2 to hit, since there is no &amp;quot;6 always hits&amp;quot; rule the way there is a &amp;quot;1 always fails&amp;quot; rule.&lt;br /&gt;
** This can be exploited by a Tyranid list with [[Biovore]]s. The Spore Mine Launcher, on a miss, allows you to put a Spore Mine on the table for free, even in Matched Play. Tired of to-hit penalty cheese making all your guns hit on a 6+ or 7+? Have your Biovores shoot at them and they can literally cover the table in Spore Mines, because they&#039;ll always miss.&lt;br /&gt;
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*&#039;&#039;&#039;Thermonuclear Spore Mines:&#039;&#039;&#039; The wording of the &#039;&#039;&#039;Floating Death&#039;&#039;&#039; ability states that a Spore Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase; whenever it explodes, it inflicts Mortal Wounds on the &amp;quot;nearest&amp;quot; enemy unit except on a 1. [[wat|The issue is that multiple Spore Mines in range of the same unit explode simultaneously, and thus their wounds must be sequentially resolved]]. Suppose I have three Spore Mines, each in range of a squad of 2 Space Marines. All three explode. The first one wipes out the Space Marine Squad, [[derp|while the second and third one each inflict Mortal Wounds on the &amp;quot;next&amp;quot; nearest unit]], [[Fail|even if on the opposite side of the game board and out of Line of Sight]].&lt;br /&gt;
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*&#039;&#039;&#039;Sonic the Genestealer:&#039;&#039;&#039; Tyranids have a Stratagem called &#039;&#039;&#039;Metabolic Overdrive&#039;&#039;&#039; that lets a unit move a second time in the Movement Phase in exchange for not being able to Charge that turn. Hive Fleet Kraken Tyranids roll 3d6 and pick the highest roll for determining their Advance move, while their &#039;&#039;&#039;Opportunistic Advance&#039;&#039;&#039; Stratagem lets them double their Advance distance for that movement phase. The initial issue was that RaW, [[derp|Advance added to your Move Characteristic for that phase, instead of increasing your characteristic for that specific move.]] [[wat|Thus, a unit of Kraken Genestealers could move not 8 + 12 + 8 + 12 inches in the Move Phase, but 8 + 12 + 8 + 12 + 12]]. [[derp|Combine with a Swarmlord&#039;s Hive Commander abilty for an effective top speed of 66&amp;quot;, and a unit of Kraken Genestealers could outrun a supersonic aircraft on foot]]. [[Meme|Gotta go fast]]!&lt;br /&gt;
** GW FAQed this [[fail|not by stating that Advancing only applies to a specific move, but by stating that you can only advance once in a phase and it applies to all moves made that phase]]. This did make the initial Sonic the Genestealer option slower, with a top speed of [[derp|only]] 54&amp;quot;. However, GW also clarified that Opportunistic Advance could be used with Hive Commander, Overrun, Mind Eater, or any other ability that lets a unit &amp;quot;move as though it were the Movement Phase.&amp;quot; [[wat|Aside from giving a unit of Kraken Genestealers a theoretical top speed of 101&amp;quot; (8+12 from Move &amp;amp; Opportunistic Advance, 8+12 from Hive Commander and Opportunistic Advance, 12 from Charge, 3 from Piling In, 3 from Consolidate, 3 from Piling in and again with the Adrenaline Surge stratagem, 8 + 12 from Overrun (replacing Consolidate from the Adrenaline Surge) and Opportunistic Advance, and another 8 + 12 from Mind Eater and Advance)]], [[fail|it sets a messy precedent for Dark Eldar due to GW not strictly defining what &amp;quot;as if in another phase&amp;quot; actually means]].&lt;br /&gt;
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*&#039;&#039;&#039;What Phase is It Anyway?:&#039;&#039;&#039; The Dark Eldar Wych Cult of Red Grief has the Stratagem &#039;&#039;&#039;No Method of Death Beneath our Grasp&#039;&#039;&#039; which can be used immediately upon destroying an enemy unit in the Shooting or Fight Phase. If you destroy an enemy unit in the Shooting Phase, you get a second round of shooting. If you destroy an enemy unit in the Fight Phase, you get to (after Consolidation) Fight a second time in the Fight Phase. By itself, this is remarkably innocent. [[Derp|However, GW forgot that Ynnari are capable of &amp;quot;out-of-phase&amp;quot; actions, and confirmed that Dark Eldar Ynnari still have access to Dark Eldar Stratagems]]. [[Skub|You can have a unit of Ynnari Red Grief Reavers destroy an enemy unit in the Fight Phase, use Soulburst to &amp;quot;shoot as if it were the Shooting Phase&amp;quot; to destroy another unit, pop the Stratagem, and then cause the game to break under at least three separate interpretations over what phase you are actually in.]] [[Fail|The fact there is no &amp;quot;Else&amp;quot; clause in the ability means that you can argue that if the Stratagem works as if in both phases, you can Consolidate, shoot and fight with this Stratagem]]. &lt;br /&gt;
**The Big FAQ clarified that Soulburst takes place after you Consolidate despite triggering immediately, giving potential weight to the theory that you get both effects.&lt;br /&gt;
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*&#039;&#039;&#039;The Howling Banshees got into the cookie-dough again:&#039;&#039;&#039; Howling Banshees get +3 to the distance they roll for charges, and are also supposed to be able to charge units 15&amp;quot; away. However due to how the rule is written, all it does is let them charge after advancing if a unit is 15&amp;quot; away, not that they get to ignore the 12&amp;quot; limit from the main Rulebook. I guess Jain Zar has some coupons for Ben and Jerry&#039;s or something?&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;We forgot the difference between Unit and Model&amp;quot; for 500, Alex:&#039;&#039;&#039; The rules for Advancing say that the unit may not be selected to shoot if it does so. The rules for Assault weapons say a model with an Assault weapon may shoot it if it advanced, but at -1 to hit. The problem is that you can never select the unit the model with an Assault weapon is in as a unit you want to shoot with, due to the rules for advancing. The same applies for Pistols with a unit within 1&amp;quot; of an enemy.&lt;br /&gt;
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*&#039;&#039;&#039;Stop Betraying Yourself! Stop Betraying Yourself!&#039;&#039;&#039;: [[Khârn]] the Betrayer has the rule &#039;&#039;&#039;Kill! Maim! Burn!&#039;&#039;&#039; which lets him (any friendly World Eaters within 1&amp;quot;, so really just himself) reroll all hits in the Fight Subphase, and he hits on a 2+. Sounds good so far, right? However, his rule &#039;&#039;&#039;The Betrayer&#039;&#039;&#039; means he cannot reroll 1s (so he cannot reroll any hits), each 1 hitting a friendly unit instead. You would think this would mean that you should run him solo, for &amp;quot;If there are no friendly models within 1 inch of Khârn, the hits are discarded.&amp;quot; Unfortunately, a model is always treated as being in range of itself for auras or other special rules, meaning [[Fail|a bunch of 1s (or modified rolls) will result in Khârn hitting himself instead of the enemy]].&lt;br /&gt;
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*&#039;&#039;&#039;Dakkaskull of Dakka:&#039;&#039;&#039; The Admech Stratagem &#039;&#039;&#039;Scryerskull&#039;&#039;&#039; can for the measly cost of 1 Command Point be used &amp;quot;at any time&amp;quot; to do one of several things: Reveal D3 Hidden Setup Markers, reveal a Mysterious Objective, or shoot with an ADEPTUS MECHANICUS unit while ignoring penalties from Dawn Raid, Low Visibility or Cover of Darkness. Unfortunately, as worded, the &amp;quot;at any time&amp;quot; RAW [[derp|allows you to shoot in any and all Phases, including during your opponent&#039;s Phases. Combine with Kastellans for almost enough dakka.]]&lt;br /&gt;
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*&#039;&#039;&#039;Trash Can Lid of Faith:&#039;&#039;&#039; Seraphim have a 6++ save, and a rule forcing them (if it were optional this wouldn&#039;t be a problem) to re-roll failed results when using this save. Celestine gives a +1 modifier to those invulnerable saves. However, because of the totally fun and not at all stupid system where re-rolls must happens before modifiers, if a Seraphim rolls a 5 for their save, they are forced to re-roll it even though it would pass after modifiers.&lt;br /&gt;
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*&#039;&#039;&#039;White Autarchs can&#039;t Jump:&#039;&#039;&#039; While it was fixed in the Codex for Warp Spiders (due to horrible wording in the Index, RAW said that Warp Spiders couldn&#039;t teleport out of combat in the Index), an Autarch using a Warp Spider Jump Pack can&#039;t use said Jump Pack to teleport out of Combat due to no current rules existing for the Autarch&#039;s version of it.&lt;br /&gt;
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*&#039;&#039;&#039;Remote Serjery:&#039;&#039;&#039; Because the Painboy&#039;s healing ability works on models and not units, it&#039;s entirely possible for a Painboy to save an Ork in combat on the other end of the table if you conga-line a maxed out squad of Boys. While less of a blooper and more a silly rules interaction, there is something hilariously Orky about the Painboy being able to save something locked in combat several feet away just because it&#039;s in the same mob.&lt;br /&gt;
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*&#039;&#039;&#039;High Speed Dirt:&#039;&#039;&#039; Deliberately crashing your own Flyers sounds dumb, right? Well if you read the rules for a lot of Kill Point missions (thankfully GW&#039;s No Quarter Given Objective is clear. Objectives written by Third Party groups are sometimes not so clear), or Tactical Objectives for Maelstrom Missions, deliberately crashing your own near-death flyer (by intentionally moving them for less than their minimum movement distance) means that your opponent doesn&#039;t get the kill credit as nobody actually destroyed it. This also leads too...&lt;br /&gt;
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*&#039;&#039;&#039;Ynnari did 9/11:&#039;&#039;&#039; While there are many strange Soulburst interactions, it&#039;s entirely possible to deliberately crash your own Flyers by intentionally not moving them their minimum movement distance, something clearly unintended. This can result in some ridiculous [[Tzeentch |Rube Goldberg-esque chain reactions]] where a Soulbursting Warlock can Quicken a Flyer on 1-2 Wounds left and have them crash within 7&amp;quot; of [[Just As Planned|a bunch of Dark Reapers that nuke something across the map for free, which in turn triggers a bunch of Howling Banshees to slice up a unit, which lets the Shining Spears charge in and murder the unit that caused the Warlock to Soulburst to begin with]]. &lt;br /&gt;
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*&#039;&#039;&#039;Strength From Horrible Rape:&#039;&#039;&#039; Ynnari again, and while this one makes sense RAW it&#039;s horribly unfluffy. Yvraine and The Visarch are healed on a 4+ by friendly Eldar exploding near them. Yvraine also benefits if it just happens to be a Psyker exploding, as it gives her more powers. Warlocks are very spammable. Put it together and it&#039;s not unheard of for Ynnari players to use a Command Point Re-roll to deliberately Perils of the Warp so that Yvraine gets a benefit from a [[Rape| Warlock being sucked into the Warp, likely taking even more Eldar with them if you get really unlucky]]. Yes, Eldar being introduced to Slaanesh&#039;s personal Bad Dragon collection actually heals and benefits the Ynnari, but they still swear it&#039;s entirely unrelated. Uh-huh... &lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Drive me closer, I wish to hit them with my Agonizer!&amp;quot;&#039;&#039;&#039;: [[What| Ramming is always better for Dark Eldar Vehicles]]. Because of a hilariously badly worded FAQ: everything has a Close Combat Weapon, even units that can&#039;t physically carry one (like Vehicles). [[Fail |Before this Dark Eldar vehicles were forced to Ram thier giant pirate ships into people at the same Strength of a Space Marine punching someone, because Bladevanes were the only weapon choice for Vehicles]]. Post FAQ they can declare they are using their Close Combat Weapon and attack at full strength.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;We found a bigger boat, Archon!&amp;quot;&#039;&#039;&#039;: Dark Eldar and terrible FAQs again! The FAQ for Index: Xenos 1 ruled that Scourges and Hellions can&#039;t fit into Raiders or Venoms [[Derp| after an oversight in the Index allowed them to ride them]]. Well they never bothered to apply this FAQ to the Tantalus, [[What| so yes, Scourges and Hellions can still fit in there with their massive wings and giant blades hoverboards]] while still having space for loot, slaves, medical supplies, spare ammo, spare slaves, and someone to fetch the drinks. What else could a self respecting Space Pirate Vampire Elf want? (Hilariously &#039;&#039;still&#039;&#039; not fixed as of the 16/04/2018 Forgeworld FAQ update)&lt;br /&gt;
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*&#039;&#039;&#039;Cruddex in a Box?&#039;&#039;&#039;: Dark Eldar again, [[Robin_Cruddace|and White Dwarf April 2018 confirmed who is responsible for this shitshow of a decision]]. [[Fail| The Crucible of Malediction is available as both an overcosted stratagem, and Wargear option for the Haemonculus meaning there so no reason to ever use the Stratagem and the Dark Eldar have lost out on a another Stratagem because of this...]]&lt;br /&gt;
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*&#039;&#039;&#039;Abaddonify&#039;&#039;&#039;: More Eldar rules breaking something! Jain Zar can [[Abaddon|disarm]] models she is fighting in close combat, rendering them unable to use one of their weapons. Well things get strange if you disarm something carrying the basic Close Combat Weapon. RAW says that the unit can&#039;t use that weapon, but the Rulebook states that you are to always assume that they have that weapon. There hasn&#039;t been a clear FAQ on this either which makes things more complicated.&lt;br /&gt;
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*&#039;&#039;&#039;Space Elf Pirate Ninja?:&#039;&#039;&#039; Eldar yet again. This time the Corsairs. [[What| Because the Corsair Prince has vanished from the Index]], [[Fail |it&#039;s impossible to field a legal army if you go pure Corsairs]]. It&#039;s also impossible to bring Corsairs along with you as an Eldar army without taking an Auxiliary Detachment and losing CP, or going Ynnari and having your opponent flip the table.&lt;br /&gt;
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*&#039;&#039;&#039;Plague Zombie Cloning:&#039;&#039;&#039; If a Poxwalker kills a Necron and turns it into an additional Poxwalker model, you can still re-animate that Necron. The same goes for any model that can &amp;quot;die&amp;quot; and then return to the table in some fashion. Don&#039;t think about that one too hard, [[Matt Ward |I don&#039;t think the person who wrote it did either]]. [[Derp|Amusingly, this means that one Pink Horror can turn into seven Poxwalker Zombies]]; a notable LVO list by a tournament-goer named [[Awesome|Joshua Death]] [[Peasant Railgun| ran a bunch of Horrors as a screen to &amp;quot;walk up&amp;quot; a bunch of Poxwalkers up the board like a Zombie Railgun]].&lt;br /&gt;
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[[Category:Warhammer 40,000]] [[Category:Gamebreaking]] [[Category:Warhammer 40000 Tactics]]&lt;/div&gt;</summary>
		<author><name>2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Magnus_the_Red&amp;diff=323360</id>
		<title>Magnus the Red</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Magnus_the_Red&amp;diff=323360"/>
		<updated>2018-06-21T20:50:39Z</updated>

		<summary type="html">&lt;p&gt;2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6: /* Post Rubric */&lt;/p&gt;
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[[File:Magnus.jpg|500px|thumb|right|Magnificent bastard]]&lt;br /&gt;
{{Topquote|For with much wisdom comes much sorrow; the more knowledge, the more grief.|Ecclesiastes 1:18}}&lt;br /&gt;
{{Topquote|The fatal flaw in every plan is the assumption that you know more than your enemy.|Volrath}}&lt;br /&gt;
{{Topquote|If you want to make God laugh, tell him about your plans.|Woody Allen}}&lt;br /&gt;
{{Topquote|The road to hell is paved with good intentions.|Ancient Terran Proverb}}&lt;br /&gt;
{{Topquote|I&#039;m the bad guy? How&#039;d that happen?|2=[https://www.youtube.com/watch?v=hLmuF-0P4tk William Foster]}}&lt;br /&gt;
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&#039;&#039;&#039;Magnus the Red&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Master of Prospero&amp;quot;&#039;&#039;&#039; (a.k.a The Crimson King, the Sorcerer-King, Cyclopean Magnus, or the Red Cyclops, [[If the Emperor had a Text-to-Speech Device|My Special Magny Magic]]) is the primarch of the [[Thousand Sons]] and rules over the Planet of the Sorcerers, and formerly Prospero. He is directly after the [[Emperor]] the mightiest Psyker/Sorcerer in the whole Warhammer 40k Universe. He is notable for having an enormously variable physical form with a few common themes he keeps to most of the time (red skin and hair, one eye, etc) and [[Eldrad|being enormously, staggeringly, almost unbelievably arrogant,]] and with his shifting physical form and his hubris he&#039;s a real chip off the old block. Because of this there is debate over if he had a big ol&#039; red eye in the middle of his forehead, or had normal eyes but one socket was empty. Either way he was a cyclops (The colour of his single eye is also described as constantly changing). He is also the Primarch of the [[Blood Ravens]] (maybe), which would explain their color scheme, high percentage of psykers, and that they steal everything that isn’t nailed down. Of all the Primarchs, with the exception of [[Vulkan]], [[Sanguinius]] and [[Jaghatai Khan]], Magnus was one of the most open minded and compassionate to the discriminated, being a psyker and all.&lt;br /&gt;
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He, along with old [[Mortarion|Morty]], are one of the few traitor Primarchs who actually hate/despise their respective Chaos Gods. Mortarion for his general disdain for all things psychic in nature, and Magnus for being humiliated and played like a [[Metal Gear|damn fiddle]] by [[Tzeentch]]. Then again, being a Daemon Prince does make even the idea of doing so impossible by definition, so instead he&#039;s chosen to blame the Imperium for pushing him to the side of the traitors.&lt;br /&gt;
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==The Great Crusade==&lt;br /&gt;
Magnus landed on the planet of [[Prospero]], a planet whose ancient civilization was composed predominantly of psykers, who had fled there because they were persecuted by humanity at large for being psykers. As Magnus was himself such a being, he formed a kinship with the people of Prospero in short order. Taken in by Prospero&#039;s people, he absorbed knowledge like a sponge, and became crazy powerful, and in time far exceeded the power and control of all of his teachers. After a while, he became the single most powerful &#039;&#039;thing&#039;&#039; on the fucking planet, and he led a campaign to eradicate a race of predators on Prospero known as the &#039;&#039;Psychneuein&#039;&#039;, which had overrun many of Prospero&#039;s early cities, and had an unhealthy fondness for laying their eggs in unsuspecting psykers&#039; brains. Which was probably why the beasts had destroyed the entire population of Prospero, save for its capital city, Tizca. One by one, bit by bit, Magnus&#039; forces retook the planet, putting the Psychneuein to the sword, and within a year, [[Awesome|Magnus had mostly reclaimed the entire world]] (except for the Desolation of Prospero, which was everything except for Tizca).&lt;br /&gt;
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Once the campaign on the Psychneuein was complete, Magnus became the planetary leader by popular demand. Magnus decided to be fucking awesome, and rebuilt the cities (or mostly just Tizca). Like a somehow perfectly stable fortress lasting some 50 years in [[Dwarf Fortress]], Tizca became arguably the most beautiful city in Imperial space, with crystalline spires and pyramids, long marble roads, and psychically-resonant crystals in key locations; designed to calm the turbulent minds of younger psykers and help them control their burgeoning psionic potential. The city quickly became known as a shining jewel of humanity, and one that showed proudly how far its citizens had come from the brink of near-extinction. Prospero also had one of the most technically advanced defensive networks in the Imperium, all of which was hilariously wasted except for the shields when Magnus, in a fit of Primarch-scale angst over his &amp;quot;I screwed everything Dad was doing and failed my purpose entirely in the process&amp;quot; whoopsy-daisy, decided that the [[Space Wolves]] should get the rabbit punch.&lt;br /&gt;
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All this time, Magnus continued to codify and systematize everything he could about the &#039;Great Ocean&#039; - the name the Prosperans had given the [[Warp]]. Huge libraries filled with knowledge about psychic powers and the warp were established, and Magnus himself used his powers to peer into the Empyrean itself, claiming many of its secrets, though at terrible risk to himself. While this was exceptionally dangerous, much of what the Imperium&#039;s [[Inquisition]] currently knows about the Warp came directly from several of his manuscripts that survived.&lt;br /&gt;
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With such a powerful mind heading into the warp, it was inevitable that the [[Emprah]] (who happened to be out and about the galaxy looking for his lost sons) would eventually take notice. So he eventually came to Prospero, and he and Magnus psychically brofisted before talking for several days. The Emperor taught him even more about psychic powers, but cautioned Magnus to be &#039;&#039;slow and purposeful&#039;&#039;, since foul horrors lurked in the warp and liked nothing better than [[Anal Circumference|forcibly sodomizing an unprepared Psyker&#039;s soul]]. Magnus took much of this to heart - but what the Emperor did not know was why - Magnus&#039; forays into the warp had already come at a price - his right eye, sacrificed ala Odin when he had consorted with warp-entities whose nature he did not understand until the Emperor explained shit.&lt;br /&gt;
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Magnus was put in charge of the [[Thousand Sons]], but would not immediately embark on the Great Crusade - since many of his Legion were psykers, and there had been so many small mutations that a number of them couldn&#039;t survive the gene-seeding process. Even worse, during combat, psykers ran the risk of losing control of their powers and underwent &amp;quot;Flesh Change&amp;quot;, where their body mutated rampantly out of control at all the Warp energy running through them (we call them something else, but won&#039;t speak its name as... wait, I didn&#039;t say it&#039;s [[Chaos Spawn|naSHHTLSUROHSONTOOLS!]]) &lt;br /&gt;
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Magnus was aware of the mutations his Astartes were suffering, and entered the Warp to seek answers about the cause of this and if a cure existed, though he didn&#039;t know that he had consorted with [[Tzeentch]] by doing so, and the god of [[Just as planned]] saw a &#039;&#039;lot&#039;&#039; of potential in this one. In return for knowledge and a way to stop the flesh-change, Magnus lost his eye so hard that he &#039;&#039;&#039;never saw it coming&#039;&#039;&#039; [[Cegorach|(ah-ha-ha-ha!!)]].&lt;br /&gt;
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In any case, because of the setbacks that had befallen the Thousand Sons, the selfless efforts of Magnus to save them, their shared psychic talents, and the continuing distrust and persecution of many Imperial agencies and other Space Marine Legions towards the Thousand Sons&#039; use of psychic abilities and the rampant mutations present in their gene-seed, the Primarch and his Astartes developed an extremely close emotional and psychic bond. One of the strongest among all Primarchs and their Space Marine Legions, exceeding even the [[Black Legion|Luna Wolves]]&#039; dedication to [[Horus]].&lt;br /&gt;
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Finally, about midway into the Great Crusade (100 Terran years after it had begun), the now &amp;quot;stable&amp;quot; Thousand Sons Legion (although numbering only 10,000 soldiers), with Magnus leading them on the field, were permitted to take part in the campaign as part of the 28th Expeditionary Fleet. And it was &#039;&#039;glorious&#039;&#039;. When they were deployed, the Sons were a sight to behold, flinging psychic storms to consume their enemies and striking bolts with precision and prescience, using their abilities to ascertain enemies&#039; weak-points. Magnus was unique among the Primarchs in that he would always try diplomatic routes first, however - in this way, the Thousand Sons won many battles without so much as a shot fired. This did not sit well with [[Rogal Dorn]] or [[Roboute Guilliman|Girlyman]], who viewed this approach &amp;quot;unmanly&amp;quot;. Likewise, Magnus drew constant distrust from [[Mortarion]] and [[Leman Russ]], who distrusted the Sons&#039; sorcerous ways and were somewhat concerned of a trait the Sons had picked up: [[lootas|after conquering or annexing a world, they would take huge amounts of knowledge: books, scrolls about forgotten /forbidden lore, and ancient artifacts, back to Prospero for study, analysis and codification]]. &#039;&#039;And this doesn&#039;t sound like the Blood Ravens, you say? Nicking everything shiny that&#039;s not nailed down?&#039;&#039; Point is: nobody looted so prolifically as The Thousand Sons. The White Scars and Blood Angels aligned themselves with them to rig the Librarium. What that did was to actually impose some restraint on psykers, that made everyone a bit more accepting towards them. Their worries only intensified when it was discovered that the Sons had little warp critters (familiars) called &amp;quot;tutelaries&amp;quot; buzzing around them and acting as warp power-packs.&lt;br /&gt;
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When diplomacy didn&#039;t work, The Sons were known to fuck entire armies with lightning, fireballs, mass mind-control, precognition of enemy strikes and counter them with precision strikes, dealing so much devastation with only some few squads of Marines. Magnus himself once fought Ork gargants by himself, and despite being able to zap, melt or transmute their hulls with just the power of his mind, he instead [[Awesome|scaled himself to the size of a Warlord-class Titan, and beat the shit out of them with his bare hands]].&lt;br /&gt;
&lt;br /&gt;
A very important event called &amp;quot;Council of Nikaea&amp;quot; or &amp;quot;The Prosecution of Magnus the Red&amp;quot;, took place about 50 years before the Horus Heresy, where Magnus was called by his brothers and the Emperor to answer for abusing his powers and to install some form of control of psykers used in battle across the galaxy. The fact that the Sons obsessed with preserving valuable knowledge (whatever the source), was another factor that pissed a bunch of Primarchs off. The Thousand Sons&#039; political opponents among other Astartes Legions found hoarding xenos&#039; artifacts useless and counter-productive to the goals of the Great Crusade (which actually more or less sought to eradicate all alien life in the galaxy). Finally, the Emperor stepped in, bitch-slapped everyone for acting like a [[Derp|fucking child]] (irony!), and pointed out that whilst dangerous, psychic powers were still necessary to the Imperium as a whole &lt;br /&gt;
So psykers were now to abstain from using their powers in battle. The ever fabulous Jaghatai Khan facepalmed his high forehead, whilst groaning, that this is exactly what he&#039;d warned Magnus about. Magnus was ticked off, but calmed down a bit a little later and continued the Crusade with the new restrictions in place (actually, they carried out their arcane ways in secret).&lt;br /&gt;
&lt;br /&gt;
==Horus Heresy==&lt;br /&gt;
[[File:DaemonMagnus.jpg|right|thumb|He doesn&#039;t get much press-time because of how bad he and his Legion got dicked by Tzeentch, but when he DOES, watch your fucking [[FATAL|ass]]!]]&lt;br /&gt;
When Magnus learned that Horus intended to betray the Emperor and slaughter like half the galaxy, he resolved to use any method possible to warn the Emperor. With few other options, he made a deal with Tzeentch again, to combine their powers and smash the psychic seal The Emperor had installed to protect the Webway from the warp (Magnus simply did not bother to [https://www.youtube.com/watch?v=YR5ApYxkU-U walk around the Wall] through one of the entrances that the Webway has) and enter the Imperial Palace all the way from Prospero. Unfortunately, this deed majorily fucked up the Webway project the Emperor had been working on for over 9000 years, which would have made the dangerous warp-travel obsolete and would [[Heresy|unify the Imperium of Man using a human-engineered version of the Eldar Webway gate]]. Big E called Magnus out and banished him back for [http://www.youtube.com/watch?v=9jOqOlETcRU&amp;amp;t=0m30s| breaking the law] and using sorcery to get through the Webway. [[Eldrad|The dick]] didn&#039;t even listen to Magnus about Horus&#039;s betrayal and declared Magnus a [[Extra Heresy|DOUBLE HERETIC]]. Magnus realized that the Imperium is comprehensively fucked and that he needed to do all he could to protect it and Prospero. Emps should probably have told his super-psychic son about his psychically-sensitive all-important project THAT MAGNUS WAS DESTINED TO OPERATE, but that would make [[Grimdark|nobody happy]], wouldn&#039;t it?&lt;br /&gt;
&lt;br /&gt;
When Horus learned of this, he was quietly amused. The Emperor ordered Horus to have Russ bring Magnus back to Terra to stand trial for what he had done, and Horus being a [[Eldrad|dick]], quietly altered Russ&#039; orders to lay waste to Prospero instead and slaughter the Thousand Sons. As Magnus was already officially a (slightly tolerated) heretic, Russ stoically accepted the order to bring a third of his brothers down. (Seriously, [[Constantin Valdor]] is way more out for Magnus&#039; blood than Russ himself is.) Russ took his whole Legion to the party, and accompanying the Space Wolves were a full contingent of Adeptus Custodes (led by aforementioned Valdor), millions of [[Imperial Army]] troops and an elite anti-psyker unit: the Sisters of Silence (think a unit of [[Culexus|Culexus Assassin]]s and you get the general idea). Barring a last-ditch attempt to Skype Magnus through Kasper Hawser, an agent that had been brainwashed to visit Fenris and spy on the wolves that Magnus was not connected to(because [[Tzeentch|reasons]]); there would be no warning, no quarter, no mercy. Prospero would burn!&lt;br /&gt;
&lt;br /&gt;
Magnus, sensing this and realizing that this had been [[Just as planned]] by Tzeentch and that it has done this to completely destroy both the Thousand Sons and the Space Wolves, decided to counter-dick-move the Lord of All Fate. He decided to accept the destruction of everything that he had worked for, so that [[not as planned|Tzeentch&#039;s ultimate goal would only be half-fulfilled]]. [[Just as planned|Tzeentch was richly amused by this]]. As Prospero burned, Tzeentch and Magnus engaged in act after act of dickery and counter-dickery; with Magnus finally pushed into a towering rage and taking to the battlefield at his capital: crushing his enemies with volleys of MIND BULLETS, before he engaged Leman Russ himself in close-combat. The two fought fiercely and [[Awesome|Magnus managed to Falcon pawnch Russ so hard, his breastplate shattered &#039;&#039;and one of his hearts punctured&#039;&#039;. ]]Russ got lucky and took out Magnus&#039; second eye, and then performed a back-breaker on him that ended the fight. Tzeentch was greatly amused by all of this because it&#039;s rare for anyone, let alone a mortal, to predict and out-manipulate the plans of the Architect of Fate himself. He thus made Magnus an offer: Become Tzeentch&#039;s servant and preserve what was left of his Legion and homeworld or watch it all burn in a pool of his own blood...&lt;br /&gt;
&lt;br /&gt;
...For Magnus though, it never really was a choice. The response of Magnus&#039; new patron was immediate: for once, Tzeentch was true to his word. The City of Light was transported into the Eye of Terror onto a Daemon World. Prospero was destroyed that day, but Magnus and his Legion survived. It is unclear &#039;&#039;when&#039;&#039; they ended up on the Planet of the Sorcerers; before or after the Siege of Terra, but Magnus the Red had been so damaged by his battle with Russ and the psychic effort of teleporting to Sortiarius that his soul had fragmented across time and space. The shards respresented different aspects of Magnus&#039;s personality, all tied to various places and people in the galaxy (one existed in the past many decades before the Heresy) and all had different motives. One shard helped the Salamanders resurrect Vulkan, whilst another had gone full daemon and tried to kill as many knight-errants as possible. Ahriman and co gathered several of the more powerful shards back together and managed to perform a Rubric to bond them back together into a stable form. Magnus was saved from fading away but effectively become a daemon prince and the most powerful of all Tzeentch&#039;s servants. One of the shards, representing Magnus&#039;s good side was bound into the dying Revuel Arvida, becoming Janus. Magnus originally planned to join the assault on Terra purely to get this part of his soul back but seeing as Janus appeared later in The Beast Arises series, we can assume this didn&#039;t go to plan. &lt;br /&gt;
[[Just as planned|Magnus had never served Tzeentch willingly, but now had no choice - exactly as Tzeentch HAD PLANNED from the very beginning (we might think), and now he was committed to the very cause he had tried to foil]].&lt;br /&gt;
&lt;br /&gt;
Some head-scratching does arise at to why Magnus didn&#039;t: a) simply tell his Legion to lay down their weapons and try and talk Russ out of obliterating the entire world, (because if there&#039;s one thing Russ liked to do, it was have long, boring, tedious talks about how this was all just a misunderstanding, because Russ is such a great listener) or b) take the hara-kiri option, which would have at least brought everything to an end a little earlier. The common consensus is that Magnus was too proud to consider the idea of negotiating (especially with the brother he had always considered to be an ignorant savage), and while he was at first resigned to his end he ultimately could not accept the idea that all the lore and knowledge the Thousand Sons had worked to collect would be lost with his death. We also know that Magnus fully understood how bad the Emperor&#039;s millenia long plan was fucked up by his intervention on Terra, so the destruction of everything he had built and loved was a way to share his father&#039;s despair.&lt;br /&gt;
&lt;br /&gt;
==Post-Heresy==&lt;br /&gt;
[[File:Cl9SiZhXIAADyip.jpg|left|thumb|300px|An exceptionally skilled drawfag&#039;s depiction of Magnus during the Horus Heresy.]]&lt;br /&gt;
And so, the Horus Heresy came and went. The Siege of Terra occurred, Horus had fought the Emperor and (SPOILER WARNING) failed, and the Traitor Legions were driven to the [[Eye of Terror]]. However, the Thousand Sons now had to deal with more immediate problems: with their serving of Tzeentch, the Flesh Change returned with a vengeance. Magnus made efforts to stop this, but being a servant of the God of Mutation has its drawbacks and before long Magnus seemed to have given up. Growing desperate, [[Ahzek Ahriman]], the Chief Librarian and First Captain, took matters into his own hands. Having lost his brother to the Flesh Change before they found Prospero, Ahriman gathered a cabal of other sorcerers, the Book of Magnus, and performed the Rubric of Ahriman in an attempt to stop the Flesh Change.&lt;br /&gt;
&lt;br /&gt;
The results were not what Ahriman expected: while it stopped the Flesh Change and further empowered all psychic Thousand Sons, all non-psyker Thousand Sons had their bodies turned to dust and sealed within their Power Armour, becoming little more than robots needing guidance from a Thousand Son sorcerer.&lt;br /&gt;
&lt;br /&gt;
Confronting Ahriman, once his most favored son, Magnus angrily demanded an explanation. Ahriman basically telling him to shut it [[rage|did not help]] and Magnus was about to kill Ahriman when Tzeentch spoke to him: &#039;&#039;&amp;quot;Magnus, why do you seek to kill my pawn?&amp;quot;&#039;&#039; Once again, Magnus realized [[just as planned|he&#039;d had been used]]. Disgusted, broken (and still really angry but unable to do anything about it) Magnus simply exiled Ahriman from the Planet of Sorcerers. For the last ten thousand years, Magnus and Ahriman both have labored to restore the Sons&#039; bodies to their original forms, [[troll|with Tzeentch ensuring they fail all the while]].&lt;br /&gt;
&lt;br /&gt;
===Fragments of Magnus===&lt;br /&gt;
Unknown to everyone save perhaps Tzeentch himself and Magnus&#039; inner circle, the teleportation of Magnus to the Planet of the Sorcerers at Prospero had the side effect of splitting the Primarch&#039;s soul into a large number of lesser fragments, many of which might not have even been aware of the split and believed that they truly were Magnus the Red.&lt;br /&gt;
The actual number of fragments is not known exactly, but an allegorical representation of them showed a broken statue of a bird, with some fragments being as small as grains of dirt though the largest piece was definitely recognisable as a bird.&lt;br /&gt;
&lt;br /&gt;
*The fragment that traveled to the Planet of Sorcerers was the greatest shard of Magnus&#039; soul, although upon its arrival it was nothing like the Primarch or the daemon-prince Magnus that are well known to the 40k universe. Although it appeared to be Magnus the Red, it has the mindset of a senile old man who was dying. This Magnus barely knew where or when he was at the best of times and was constantly forgetting who his companions were or what Leman Russ had done to him or his Legion. This shard of Magnus spent centuries &#039;&#039;(of warptime, so practically no time at all in realspace)&#039;&#039; fleeing his memories through the warp while being chased by his equerry [[Amon]] who was trying to bring him back. In a moment of lucidity he was the first to reveal that his soul had been shattered, but only by reliving the battle of Prospero did the Thousand Sons have an idea of where the largest shards went to, so Ahriman led a quest to reclaim them and restore his Primarch, gathering enough to amalgamate the Crimson King. &lt;br /&gt;
**&#039;&#039;&#039;The Crimson King&#039;&#039;&#039;, the Daemon-Primarch of Tzeentch as he exists in the present, was the recombination of several shards as the Horus Heresy went on and by far the most powerful of the Magnus-fragments. His first act was to declare that he would join Horus&#039; rebellion and lay siege to Terra to reclaim his greatest fragment &#039;&#039;(Janus)&#039;&#039;. He would exile Ahriman for the first failed Rubric, would later instigate the Battle of the Fang and then spend the next ten thousand years being a dick, eventually fouling up Ahriman&#039;s second Rubric but achieving near-complete unification of all the shards. Unsurprisingly, the only parts that weren&#039;t reunited with The Crimson King were all the ones which embodied Magnus&#039; noblest, most selfless qualities.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Magnus&amp;quot;&#039;&#039;&#039; (as the father of the Thousand Sons and &#039;&#039;&#039;author of the Book of Magnus&#039;&#039;&#039;) was the portion of Magnus that seemed to care the most about his legionaries and of his son Ahriman in particular. Much diminished, he remained behind the scenes for centuries attempting to subvert the Daemon-Primarch and guide his son Ahriman &#039;&#039;(and by extension the Legion)&#039;&#039; back to greatness and presumably &#039;&#039;(at a push)&#039;&#039; back onto the path the Emperor intended for them. It was he who inspired Ahriman to attempt the original Rubric in the first instance since it was actually his own spell. &amp;quot;Magnus&amp;quot; (the father) knew that it would fail, but the flesh-change was overcoming the legion anyway, and the failed attempt would provide Ahriman with both the time and the conviction to eventually complete his great work and attempt a second rubric by pooling his own resources with knowledge gleaned from various other fragments, including the Athenaeum of Kallimakus. It was also he who infuenced Amon&#039;s dreams to seek out Ahriman to kill him and undo the Rubric and end their brothers&#039; agony. While this shard of Magnus admitted he sacrificed Amon to re-motivate Ahriman to do the second Rubric, he believed it was the proper course of action to save their legion and make Magnus whole without the Crimson King&#039;s infuence. The end result may have actually cured his legion &amp;amp; father by reuniting the broken primarch and reversing the flesh-change, and allow the personality of &amp;quot;Magnus&amp;quot; (the father) to assert control over the united fragments and redeem himself. However, even if it had worked the interference of the Crimson King would have caused it to destroy the fragments instead. Ultimately, it faded into oblivion rather than allow the Crimson King to reabsorb it.&lt;br /&gt;
*The great library of knowledge: the &#039;&#039;&#039;Athenaeum of Kallimakus&#039;&#039;&#039; actually was a fragment of sorts, but not able to act independently, only providing a link to the stream of consciousness of the original Magnus the Red. However the Athenaeum was corrupted after being discovered by the Crimson King, who attempted to insinuate his own mind into the thought-stream and attempt to assert control over Ahriman&#039;s second rubric result. His dipping in and out of the stream introduced flaws into the spell which would still have allowed the Thousand Sons to regain their flesh but would have destroyed all the fragments of Magnus in the process.&lt;br /&gt;
**A separate lesser shard was hidden within the ashes of &#039;&#039;&#039;Mahavastus Kallimakus&#039;&#039;&#039; himself, that was carried around in an urn for years yet was completely oblivious to the [[Sisters of Silence]], the [[Thousand Sons]] and one of the [[Knights-Errant]], beneath whom the urn had passed almost completely unnoticed. It was only when proximity to the shard of Aghoru that it awakened, although its motivations are largely unknown because it seemed to be operating under the orders of the other shard until it fused with it.&lt;br /&gt;
*One fragment remained on Prospero, representing his acceptance of the Emperor&#039;s judgement against him, this Magnus was stuck in limbo and meditation for a while, until [[Jaghatai Khan]] rocked up to Prospero to find out what had happened. This fragment served up a nice big info-dump and urged him to pick a side in the war, and in return Jaghatai banished him from Prospero.&lt;br /&gt;
*Another became a daemon of vengeance that was unwittingly passed from host to host &#039;&#039;(It was thought to be a normal daemon, no-one realised it was a actually a shard of Magnus)&#039;&#039;. It eventually came to inhabit the body of a renegade space marine called Astraeos. This shard saw the Crimson King as a usurper but was eventually consumed after a very quick battle with the Crimson King following the failed second Rubric.&lt;br /&gt;
*One returned to Nikaea and represented the part inside of Magnus that died when the Emperor made his pronouncement against him. This shard was literally a corpse being clawed at by daemonic hands.&lt;br /&gt;
*One represented his warrior aspect and was found on the planet Aghoru seemingly waiting to duel whoever showed up. It held off a [[Knights-Errant|Knight-Errant]], a Rune Priest, a small squad of space wolves, a bunch of cyber automata and a freaking Samurai at the same time without any overt use of psychic power until it was bound into the body of a mortal. Interestingly, this shard had no intention of reuniting with the greater because Magnus was not actually known for his battle-prowess, so this fragment would rather have remained and made a name for himself equal to Angron or the Lion, nonetheless it later absorbed the shard of Kallimakus into itself and was absorbed in turn into the Crimson King anyway.&lt;br /&gt;
*Another fragment representing Magnus&#039; desire to seek knowledge for the sake of its acquisition. It was thrust into Terra&#039;s past and inhabited the body of King Kadmus, one of the Emperor&#039;s enemies, requiring Ahriman to time-travel in order to reclaim it.&lt;br /&gt;
*One fragment remained on Terra and was fused by [[Malcador]] to &#039;&#039;&#039;Revuel Arvida&#039;&#039;&#039;, inadvertently creating an entity known as &#039;&#039;&#039;Ianius&#039;&#039;&#039; &#039;&#039;(Janus)&#039;&#039;. Yes, likely the same Janus that would become the first Supreme Grand Master of the [[Grey Knights]].&lt;br /&gt;
*From the Prologue and Epilogue there may very well have been a second fragment of Magnus that resided on Terra and was known to Malcador and Rogal Dorn. But where Revuel Arvida housed a shard in his flesh and became Ianius who remained ostensibly Astartes, this shard was fully formed &#039;&#039;(an oversized giant with crimson skin)&#039;&#039; and housed within a villa hidden deep beneath the crust of Terra from where he narrates the novel &#039;&#039;Crimson King&#039;&#039;. This fragment took upon himself the role of archivist of the Horus Heresy, and pinned his hopes for future on some an all-seeing device in the warp called &#039;&#039;The Orrery&#039;&#039;. Perhaps building it with the help of his equerry Amon while he was chasing a different shard of his emotional father through time and space via the warp, or by completing his own orrery separately, or simply referring to the one the Crimson King made. It could then be this shard of Magnus who rescued the ship carrying the body of Vulkan and guided it back to Nocturne so his brother could be resurrected.&lt;br /&gt;
**It may also yet be Janus speaking from an earlier time period before his binding, who knows? The warp is confusing enough without it being inhabited by multiple aspects of the same guy over different time periods.&lt;br /&gt;
**Regardless of whether it is Janus or an entirely separate fragment, one of the Terran shards was believed by the Crimson King to be the first and greatest fragment of the Soul of Magnus and so he was willing to lay siege to Terra to reclaim it, even going so far as name it his sole reason for joining Horus&#039;s side of the war.&lt;br /&gt;
&lt;br /&gt;
By the novel Ahriman Unchanged, Ahriman would complete his second Rubric and attempt to cast it on [[Sortiarius]]. Unfortunately the Rubric was not completed as Ahriman was interrupted by a member of the Thousand Sons who knew that the outcome would result in Magnus&#039;s annihilation and wanted to avoid it, so he seized control of the magical energy before Ahriman could finish the spell and obliterate their father. This resulted in several of the fragments reuniting into the Daemon Primarch Crimson King and increasing his share of power to a state indistinguishable from that which he possessed as a complete being. The aspect of vengeance: Astraeos would be the Crimson King&#039;s first victim and be absorbed almost immediately, while Magnus (the father) would fade away into nothing after having hung on for so many centuries only to fail in his objectives to lay claim to the soul of Magnus or heal his Legion- all it could do was deny the Crimson King what little power it still possessed.&lt;br /&gt;
*Although he [[Just as Planned|might have actually succeeded]], in by failing to complete the second Rubric, as a side effect Ahriman was uncoupled from his destiny and now &amp;quot;free&amp;quot; from divine manipulations, something that Magnus &#039;&#039;(the Father)&#039;&#039; had wished for all of his sons. But even then Ahriman ultimately continued to serve Tzeentch of his own will, so how much of a victory this may have been is up for debate.&lt;br /&gt;
&lt;br /&gt;
This means that while Daemon-Primarch Magnus at the turn of the 41st millennium is in his most complete state and the various schemes of the separated fragments have been put to rest, Magnus is still not &amp;quot;whole&amp;quot; and likely will never return to his original state due to the loss of significant fragments; in particular, the evaporated essence of the compassionate father figure who set the rubric in motion, and probably the missing nobility of Janus, who died centuries earlier in service to the [[Grey Knights]]. At this point it can be assumed that Tzeentch filled in the remaining parts with himself, cementing Magnus&#039;s state as a Daemon Prince and eliminating any chance of his redemption.&lt;br /&gt;
&lt;br /&gt;
===Post Rubric===&lt;br /&gt;
[[File:Magnus vs Robboute.jpg|500px|right|thumb|Magnymagick and [[Roboute Guilliman|Papa Smurf]] having a calm and brotherly conversation over at Luna in the 41st Millennium. [[TTS|And I, Cato Sicarius, will prevent anyone from interrupting this conversation!]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle for The Fang:&#039;&#039;&#039;&lt;br /&gt;
The unified Magnus the Red: The Crimson King, later showed up on [[Fenris|FENRIS]] ITSELF and became the second Daemon Primarch after [[Angron]] to get shit done, rampaging through imperial lines and laying waste to everything in his path with MIND BULLETS and RAW PHYSICAL POWER until the Space Wolves responded and after an extremely hard fight Magnus phased himself out and teleported all his marines out of the Fang after having his back broken once again, this time by Bjorn. While he succeeded in sabotaging an experimental (seemingly successful) Space Wolf geneseed mutation cure and killing an entire Great Company HQ, The Great Wolf (turns out wolfing a Wolf Lord&#039;s wolf means warping your hands inside him and &#039;&#039;ripping his hearts out&#039;&#039;) and almost killing Bjorn the Fell-Handed himself, he did not finish the Space Wolves once and for all. Of course, Magnus claimed it was not his goal in the first place.&lt;br /&gt;
&lt;br /&gt;
Funny how two out of two Daemon Primarchs to have gotten shit done ended up being repelled by the actions of the Space Wolves. On the other hand, the Wolfies were pushed to their very limits trying to repel the chosen of Tzeentch, and they only got off easy once he fucked off after his main objective was finished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warzone Fenris:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of all the Daemon Primarchs so far seen in the fluff, he seems to be the most [[Reasonable Marines|collected and coherent]], as far as Chaos goes; in the trailer of Wrath of Magnus he actually sounded quite composed and at odds with Angron&#039;s &amp;quot;BLUDFUTEBLUDGUD!&amp;quot; or Mortarion&#039;s &amp;quot;IHAVESPESSASHMA&amp;quot;; he told the Thousand Sons in a strong but civilized way to put their differences aside to focus on the goal of destroying the Space Puppies, and remarked how [[Awesome|all of them were his sons, even Ahriman or any other wayward sorcerer who had gone his own way through the ages and that despite the millennia long pass, he still holds Prospero in high regards and consistently fights for his homeworld&#039;s memory and people;]] [[Kharn|what a cool guy.]]&lt;br /&gt;
&lt;br /&gt;
During the campaign, Magnus&#039; goal was never to destroy Fenris (though it would have been a satisfying bonus), but instead to make the Wolves suffer as he and his sons did during the Burning of Prospero: with the Wulfen and their genetic flaw revealed, they would be regarded with suspicion and mistrust. Because the people of Fenris have seen first-hand the horrors of the Warp, the Inquisition ordered a massive purge that saw most of the population of Fenris exterminated. Midgardia basically got destroyed, Fenris became a partly irradiated wasteland, and Magnus pulled Sortiarius into the materium (as the whole invasion of Fenris also turned out to be a massive ritual for which the Grey Knights killing the populace helped a lot, yes Grey Knights dun fucked up). Interestingly, while Magnus is lauded for his vast intellect he seems to have neglected the insignificant detail of *knowing* that the Space Wolves were tricked by Horus into annihilating the Thousand Sons instead of detaining them in order to take them to Terra as the Emperor had decreed. This order was slightly &amp;quot;re-interpreted&amp;quot; by Horus and then passed on to Leman Russ with the known consequences (the traitor legions refer to them as &amp;quot;the betrayed&amp;quot; for that very reason). There goes split personality for ya!&lt;br /&gt;
&lt;br /&gt;
Notably, during the above campaign, Magnus got Mortarion&#039;s aid in exchange for the latter taking over Midgardia and transforming it into a plague infested planet. However, Magnus proceeded to back-stab Mortarion by arranging Midgardia to undergo exterminatus before the latter succeeded in claiming it. Magnus likely did this out of vengeance for Mortarion&#039;s role during that little Council of Nikaea thing, something something best served cold...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gathering Storm Book III:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magnus and the Thousand Sons are found to be lurking in the webway after the resurrected [[Roboute Guilliman]] and his allies have escaped from the Red Corsairs. Guilliman, realizing that Magnus is hoping to use him to sneak into the Imperial Palace via the webway gate, instead detours to a dormant gate on Luna. A huge battle between Guilliman&#039;s forces and the Thousand Sons ensues, whilst the two Primarchs go mano-a-mano. In a rare example of the [[Ultramarine|blue bastards]] not getting their way and the whole &amp;quot;Daemon Primarch&amp;quot; thing actually making a difference, Magnus&#039; super-psyker abilities bring the G-man within a gnat&#039;s testicle of actually getting killed before the loyalist cavalry arrives in the form of the Imperial Fists, the Adeptus Custodes, and the Sisters of Silence. The Sisters nullify Magnus&#039; powers long enough for Guilliman to turn him into a kebab. This somehow causes Magnus to unleash a psychic shockwave that blows him back through the gate, after which some Harlequins who&#039;d tagged along with Guilliman seal it off, stranding him in the webway.&lt;br /&gt;
Since then, Magnus has been involved in many other major attacks on the Imperium at the behest of Tzeentch, such as the invasion of the Stygius Sector.&lt;br /&gt;
&lt;br /&gt;
==On the tabletop==&lt;br /&gt;
===As a son of the Emperor===&lt;br /&gt;
[[File:FWMagnusTheRed.jpg|right|thumb|300px|Magnus, back before he was a red giant. Well, a redder giant.]]&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Points || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| 495 || 7 || 5 || 7 || 6 || 6 || 6 || 4 || 10 || 2+/4++&lt;br /&gt;
|}&lt;br /&gt;
With his decent statline, Magnus has the Primarch rule in all of its goodness, &#039;&#039;&#039;Arch Sorcerer&#039;&#039;&#039; (ML 5 psyker that harnesses on a 3+, needs 3 6&#039;s to roll perils and re-rolls 1&#039;s if he does) plus he randomly generates his powers from any of the 5 main disciplines plus Sanctic (E.G. 2 biomancy, 2 telepathy, 1 divination). now think about rolling all 5 on biomancy! with &#039;&#039;&#039;The Eye of the Crimson King&#039;&#039;&#039;, which gives him line of sight to anything in range while also giving his powers Ignores Cover. &#039;&#039;&#039;Phantasmal Aura&#039;&#039;&#039; makes him [[Jaghatai Khan|harder to hit]] by forcing anyone in melee or shooting at him (and the &#039;&#039;infantry&#039;&#039; unit he joined) -1 to hit while also forcing Barrage weapons aimed at him to add +1 Scatter. &#039;&#039;&#039;Mind Wrath&#039;&#039;&#039; means he can double the range of any witchfire and add 2d6 strength (or Destroyer if this makes Strength go 11 or beyond) to that power he cast at the cost of needing two more warp charges to cast it (WC1 life leech becomes WC3 etc); Statistically, Magnus is going to roll a 7 on the 2D6 extra strength, meaning that if you roll average S4 Witchfires will be Strength D.(think about &#039;&#039;smite&#039;&#039; for a second: 36&amp;quot; range SD, AP2 assault 4 ignores cover and Magnus has LoS to anyone in that range!) (think about &#039;&#039;&#039;&#039;&#039;any nova&#039;&#039;&#039;&#039;&#039;, where &#039;&#039;&#039;&#039;&#039;every unit in 18&amp;quot; takes, on average, 7 S:D hits&#039;&#039;&#039;&#039;&#039; (but novas usually have shitty AP, so marines would totally get their 3+ if 6 is not rolled on the Destroyer table) making Magnus one of the more broken and overpowered models in any incarnation of the rules. He&#039;s also a decent army buffer, boosting his legions leadership, making his attached unit fearless ([[Forgeworld|even though the Primarch rule already did that]]), allowing Sehkmet Terminators as troops and letting you re-roll reserves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Horned Raiment&#039;&#039;&#039; is your standard 2+ 4++ armour made of warp energy that lowers the number of wounds taken from the D by 1&lt;br /&gt;
*&#039;&#039;&#039;Psyfire Serpenta&#039;&#039;&#039; is an S8 AP2 Assault d3 gun with Soulblaze(that could be argued to be a plasma weapon and thus weakened by the sallies)&lt;br /&gt;
*&#039;&#039;&#039;The Blade of Ahn-Nunura&#039;&#039;&#039; is an S+2 AP1 two handed &#039;&#039;&#039;force&#039;&#039;&#039; blade.&lt;br /&gt;
&lt;br /&gt;
Being the second most expensive Primarch he is really good, his psychic powers are understandably incredible.&lt;br /&gt;
[[File:RussMagnusDiorama.jpg|left|thumb|300px|Magnus and Russ having a civilized chat on the philosophy of the Warp. Also, Magnus doesn&#039;t have his nipple horns anymore. Maybe Magnus get tired of losing another eye every time he sneezes.]]&lt;br /&gt;
&#039;&#039;Biomancy&#039;&#039; so far seems to be the most powerful for him to roll on, as Iron Arm makes him an unkillable juggernaut of S10 T9, Warp Speed let him out-dance Fulgrim and out-rape Angron at 7 attacks on I9, with both combined allowing him to take on Horus or even Russ in a challenge, Enfeeble and Endurance being generally great powers in any situations, Smite (you always get as a Primaris) will become 36&amp;quot; Assault4 with D-strength 56% you fire it when boosted (and likely S8-10 other times) for sniping Primarchs and Fellblades from the distance, and Life Leech would let Magnus heal imself and/or get Destroyer strength much more reliable, if at lower volume of fire. Haemorrage sadly continues to be useless, though, and five times out of six you&#039;d roll it instead of some useful power.&lt;br /&gt;
&lt;br /&gt;
Hilariously Biomancy-powered Strawberry can midbullet most Primarchs from distance in just 2 or 3 turns. Angron, Fulgrim and Corax could even go down in one turn with some luck. Although Lorgar&#039;s superior deny and Horus&#039;s armor of &amp;quot;fuck your psychic powers on a 3+&amp;quot; may pose a problem, and them hiding in a transport or a unit (probably both) counters this tactic completely - then again forcing your enemy&#039;s Primarch to hide just by deploying yours is a victory on it&#039;s own (unless it&#039;s Alpharius, who&#039;s straight up &#039;&#039;designed&#039;&#039; to hide in a unit).&lt;br /&gt;
&lt;br /&gt;
You can go for support monster with &#039;&#039;Divination&#039;&#039; or supercheese with &#039;&#039;Telepathy&#039;&#039;, but those disciplines lack boostable witchfires (Psychic Scream while awesome on it&#039;s own don&#039;t have strength value). &#039;&#039;Pyromancy&#039;&#039; is on the other end of the spectrum, with all the witchfires all the time everywhere, potentially with re-rolls to wound from fiery form, but it can&#039;t increase his survivability or close combat prowess.&lt;br /&gt;
&lt;br /&gt;
ACTUALLY, &#039;&#039;Pyromancy&#039;&#039; is the far and away best table for ol&#039; cyclops to roll on, because of his ability to boost witchfire powers to Strength D (Novas are a subtype of witchfire and thus count for the strength boosting). Iron Arm can&#039;t compare to dropping 2d6 S:D shots on your opponents&#039; Warlord Titan (and everything else even remotely close to you that belongs to your opponent). Oh, and did I mention it ignores cover too?&lt;br /&gt;
&lt;br /&gt;
Magnus is THE straight-up best Primarch for his points. The reason for this is his sheer flexibility. While you may not be able to [[Lorgar|choose your psychic powers,]] you can tailor him to different roles at the start of any game just by picking a discipline. Up against a melee Legion and need a buffer for your gunline? Divination, motherfucker. Enemy brought a Warhound/Spartan/Primarch who isn&#039;t Horus or Russ? Biomancy to fly up and smash it. Up against Admech with those 4+ armor MCs? Say hi to Pyromancy. If there were only a few psychic powers that Magnus&#039; rules could turn into OP nastiness it&#039;d be okay, but with Biomancy in particular, there are an absurd number of such powers. Pray to the Emprah Forgeworld nerfs him.&lt;br /&gt;
&lt;br /&gt;
Just keep him away from sisters of silence... even they might struggle tbh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Primarch fighting, while fun to see, isn&#039;t a very competitive thing to do as it&#039;ll usually tie up both Primarchs for the entire game without either of them dying. With that in mind this section is all about how Magnus fares against other Primarchs mathammer wise. Please note that all the various abilities, with the exception of Blind, are taken into account (Blind is ignored because it is just too random and unreliable to come into play) and the match-ups assume the Primarchs are the only ones involved in the fighting, so various abilities like Angron&#039;s &amp;quot;The Butcher&#039;s Nails&amp;quot; and Rampage do not provide any bonuses. As with Lorgar, psychic powers are not accounted for, which is a slightly false choice given that if your sending Magnus in for a Primarch duel you probably will buff him but a necessary one if this is to be doable and fair.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Magnus vs Angron&lt;br /&gt;
** Angron first round: hits 4.5 times, wounds 3.75 times and 1.875 after saves which IWND will take down to 1.542 at the start of next turn&lt;br /&gt;
** Angron second round: hits 3 times, wounds 2.5 times and 1.25 after saves which IWND will take down to 0.917 at the start of next turn&lt;br /&gt;
** Magnus: hits 2 times, wounds 1.667 times and 0.833 after saves which FNP and IWND will take down to 0.5 at the start of next turn&lt;br /&gt;
** Unsurprisingly Magnus loses this one pretty badly&lt;br /&gt;
&lt;br /&gt;
*Magnus vs Fulgrim&lt;br /&gt;
** Fulgrim (Fireblade): hits 3.5 times, wounds 2.333 times and 1.167 after saves which IWND will take down to 0.834 at the start of next turn&lt;br /&gt;
** Magnus: hits 2 times, wounds 1.667 times and 0.556 after saves which IWND will take down to 0.222 at the start of next turn&lt;br /&gt;
** Again unsurprisingly Fulgrim wins comfortably even without taking into account Child of Terra or Mastercrafted&lt;br /&gt;
&lt;br /&gt;
*Magnus vs Mortarion&lt;br /&gt;
** Magnus: hits 2 times, wounds 1.667 times and 0.833 after saves which IWND will take down to 0.278 at the start of next turn&lt;br /&gt;
** Mortarion: hits 1.667 times, wounds 1.111 times and 0.556 after saves which IWND will take down to 0.222 at the start of next turn&lt;br /&gt;
** Magnus actually out-endures Mortarion as his negative modifier to hit balances out Mortarion&#039;s superior regen and extra wound. Not that it matters because it will take several lifetimes before either of them actually die.&lt;br /&gt;
&lt;br /&gt;
*Magnus vs Ferrus Manus&lt;br /&gt;
** Magnus: hits 2 times, wounds 1.667 time and 0.556 after saves which IWND will take down to 0.222 at the start of next turn&lt;br /&gt;
** Ferrus: hits 1.333 times with Forgbreaker and 0.333 times with his Servo Arm, wounds 1.111 times and 0.278 respectively which after saves becomes a total of 0.695 wounds after saves which IWND will take down to 0.362 wounds at the start of next turn&lt;br /&gt;
** Another ridiculously long fight but Ferrus&#039; Servo Arm and better invulnerable save just tip the fight in his favour&lt;br /&gt;
&lt;br /&gt;
*Magnus vs Konrad Curze&lt;br /&gt;
** Konrad: hits 3 times, wounds 2.25 times and 1.125 after saves which IWND will take down to 0.792 at the start of next turn&lt;br /&gt;
** Magnus: hits 2 times, wounds 1.667 times and 0.833 after saves which IWND will take down to 0.5 at the start of next turn&lt;br /&gt;
** Konrad wins this one without having to use his hit and run + HOW combo which turns this into a bloodbath&lt;br /&gt;
&lt;br /&gt;
*Magnus vs Vulkan&lt;br /&gt;
** Magnus: hits 2 times, wounds 1.667 times and 0.556 after saves which IWND will take down to 0 wounds at the start of next turn&lt;br /&gt;
** Vulkan: hits 1.333 times, wounds 1.111 times and 0.556 after saves which IWND will take down to 0.222 wounds at the start of next turn&lt;br /&gt;
** Vulkan wins because Magnus can&#039;t hurt him&lt;br /&gt;
&lt;br /&gt;
*Magnus vs Lorgar&lt;br /&gt;
** Magnus: hits 2 times, wounds 1.667 times and 0.556 after saves which IWND will take down to 0.37 wounds at the start of next turn&lt;br /&gt;
** Lorgar: hits 1.667 times, wounds 1.389 times and 0.694 after saves which IWND will take down to 0.462 wounds at the start of the next turn&lt;br /&gt;
** Lorgar&#039;s save is increased to 3++ against attacks from Force Weapons, allowing him to win this one, and that&#039;s even without him forcing Magnus re-roll 5 and 6 for one turn. &lt;br /&gt;
&lt;br /&gt;
*Magnus vs Perturabo&lt;br /&gt;
** Magnus: hits 2 times, wounds 1.667 times and 0.556 after saves which IWND will take down to 0.222 wounds at the start of next turn&lt;br /&gt;
** Magnus (Blinded): hits 1.333 times, wounds 1.111 times and 0.37 after saves which IWND takes down 0.037 wounds at the start of next turn&lt;br /&gt;
** Perturabo: hits 1.333 times with both, wounds 0.889 times with his hands and 1.111 times with Forgebreaker and 0.444 and 0.556 times after saves respectively, which becomes 0.111/0.222 wounds at the start of next turn&lt;br /&gt;
** Perturabo (with Magnus Blinded): hits 2 times, wounds 1.667 times and 0.833 times after saves&lt;br /&gt;
** Another victory for Magnus comes when Perturabo doesn&#039;t have Forgebreaker. When he does this becomes a walkover in the other direction as Magnus won&#039;t kill him before he becomes blinded and then he becomes essentially unable to hurt Perturabo&lt;br /&gt;
&lt;br /&gt;
*Magnus vs Alpharius&lt;br /&gt;
** Magnus: hits 2 times, wounds 1.667 times and 0.833 after saves which IWND will take down to 0.5 wounds at the start of the next turn&lt;br /&gt;
** Alpharius: hits 1.944 times, wounds 1.512 times and 0.756 after saves which IWND will take down to 0.423 at the start of next turn&lt;br /&gt;
** As usual, Alpharius loses&lt;br /&gt;
&lt;br /&gt;
*Magnus vs Rogal Dorn&lt;br /&gt;
** Magnus: hits 2 times, wounds 1.33 times (Dorn cannot be wounded on more than 3+ thanks to his armour) and 0.67 after saves which IWND will take down to 0.44 wounds at the start of the next turn&lt;br /&gt;
** Dorn: hits 2 times, wounds 1.5 times and 0.75 after saves which IWND will take down to 0.417 wounds at the start of the next turn&lt;br /&gt;
** Magnus loses this one&lt;br /&gt;
&lt;br /&gt;
*Magnus vs Corvus Corax&lt;br /&gt;
** Corax: hits 2.667 times (Scourge)/ 2 times (Shadow-walk), wounds 2 times (Scourge)/ 1.5 times (Shadow-walk) and once or 0.75 times respectively after saves which IWND will take down to 0.667/0.417 at the start of next turn&lt;br /&gt;
** Magnus: hits 2 times (Scourge)/ 1.333 times (Shadow-walk), wounds 1.667 times (Scourge)/ 1.111 times (Shadow-walk) and 1.111/0.741 times after saves which IWND will take down to 0.778/0.408 wounds at the start of next turn&lt;br /&gt;
** Corax&#039;s superior initiative means that if he uses Shadow-walk he can kill Magnus just before he can strike on turn 15. If he uses Scourge he loses, however. As usual Blind and Hit and Run could turn the fight more in his favour&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===As a Daemon Primarch===&lt;br /&gt;
[[File:Magnus-revealed.PNG|right|thumb|300px|Exactly as planned!]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magnus&#039;&#039;&#039; || 7 || 7 || 8|| 7 || 7 || 7 || 6|| 10 || 4+R1/4++R1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rules-wise, he&#039;s a beast with 7s across the board barring strength (8) attacks (6) and ld (10). He rocks a 4++ and can re-roll ones (so yeah, throw in the grimoire of names to have a 2++ re-rollable and guy becomes unkillable when combined with the fact that he&#039;s an FMC with EW), as well as Daemon of Tzeentch, Deep Strike, VotLW, Fearless, Fleet, IWND, and the WT Lord of Flux: Enemy units within 12″ of your Warlord treat all terrain, even open ground, as difficult terrain; any enemy units that run, turbo-boost, move flat out, or charge within that radius must take dangerous terrain tests. He has what is by far the best psychic output in the game: Mastery level &#039;&#039;&#039;5&#039;&#039;&#039;, AW (so he DTWs on 3+ against everyone), manifests his WCs on a 2+, has LoS to all units on the table for the purposes of using his powers, and &#039;&#039;&#039;&#039;&#039;never&#039;&#039;&#039;&#039;&#039; suffers Perils of the Warp. He knows every spell in the Tzeentch and Change disciplines. With the expansions brought in the new rulebook, this means Magnus can bring to the table 2 D attacks (One of which is an 18&amp;quot; Beam?!) per psychic phase with relative ease, all while still being able to murderize anything that he comes across, and in melee he uses a sword that uses his strength, AP2, Soulblaze, Force, and Transmogrify (a 6 to wound causes Instant death and turns the slain model into a [[Chaos Spawn|Chaos Sp... you know this stupid gaOHGODWHYBLAGRABAH]]). As it stands, Magnus just craps on his [[Leman Russ| furry Gary Stu brother]]. He&#039;s 650pts, so use him wisely.&lt;br /&gt;
&lt;br /&gt;
Model wise, he appears to take minor inspiration from his EPIC monkey form (which is a good thing.) He has multiple head options, including a cyclops head, which is incredibly fluffy as his face has been described as constantly changing. His armor appears to be to have changed from golden to silver (but it still has its nipple horns. Sexy, sexy nipple horns), and the motif of a bird skull appears everywhere. He has bird wings, and is posed on a Space Wolf Dreadnought arm. Ah, and he&#039;s so FUCKHUEG that he rivals an Imperial Knight.&lt;br /&gt;
&lt;br /&gt;
====8th Edition====&lt;br /&gt;
Naturally, Magnus was some of the small slither of cheese that Chaos had access to in 7th, so GW casually nerfed him to ensure their precious space marines didn&#039;t have too hard a time (if this was hard to see, don&#039;t look at what has become of poor Ahriman). Don&#039;t let this hit fool you too much though as Magnus is still a force to be reckoned with. Gone is the all seeing eye, immunity to perils and ease of power casting. In its place we still get the best psyker (still significantly weaker than before as he has now forgotten most of his spells and how to give people the big old D). With 18 wounds, he can take more hits than a Land Raider and Bloodthirster and with 7 strength 8 attacks (*16 with his X2 S blade*), he can still bend over most things in the game with his fancy blade. His new force multiplier effects make him a more balanced command unit but unless you want him to sit at the back as a big fire magnet and hope his measly 3 powers can make up for his enormous cost over his combat hitting power, a Thousand Sons army isn&#039;t going to benefit from these too much. Apparently Magnus has changed his devotion to Khorne judging by the obvious strategy GW have currently geared him to.&lt;br /&gt;
&lt;br /&gt;
Oh, and don&#039;t let Thunder Hammer/Stormshield Terminators charge him. They obliterate him, even with Weaver of Fates up to give him a 3++R1; besides, you easily have the maneuverability to ensure they virtually never manage to pull this off.&lt;br /&gt;
&lt;br /&gt;
*In all truth while his insane strength and 7 attacks are brutal, especially when adding prescience you probably want to stay away from anything with an invulnerable save higher than a 4, use him with warptime for mass hit and run and bolstering or intimidating important areas. Smite anything rocking Stormshields or other intimidating saves, and hope he rolls an overall 10, for a juicy 2d6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
* Obviously Mortarion was not better enough when compared to Big Red, so GW fixed that by nerfing the cyclops (and boy did they hit him hard). No more invul rerolls, 2D6 mortal wound Smite only goes off on 12+ now, transmogrify from his blade is still not free, if you manage to even pull it off (funnily most characters hide from Magnus) all for 30 MORE points. On the plus side he allows rerolls of 1 for both him and his sons within 9&amp;quot; when making a psychic test, he adds his psychic phase bonus to DtW tests now, he also gets full access to 3 psychic disciplines for a total of 18 spells to chose from and he ignores any mortal wounds caused by perils on a 2+. He&#039;s less tanky than he used to be, but he is much more psychically focused than before.&lt;br /&gt;
&lt;br /&gt;
====Magnus&#039; Terrible Weakness====&lt;br /&gt;
Unfortunately not everything is awesome for the Daemon Prince, aside from getting his ass kicked by the Space Wolves and Grey Knights [[Angron|(though he&#039;s hardly alone in that regard)]], Magnus has a terrible weakness in the form of three completely normal humans carrying Thunder Hammers.&lt;br /&gt;
&lt;br /&gt;
Seriously, three Inquisitors (all of which have 3&#039;s and 4&#039;s where Magnus has 7&#039;s and 8&#039;s) can kick his ass. One of them just needs to be carrying a Null Rod and Thunder Hammer, another carries the Grimoire of True Names, Empyrean Brain Mines, and a Nemesis Daemon Hammer, while the third also carries Empyrean Brain Mines and a Nemesis Daemon Hammer. All of this makes for a combination that Magnus simply cannot win against. He is incapable of &#039;&#039;targeting&#039;&#039; the unit with his sorcery; while he can and should hit the unit with Wrath of Magnus on the approach if possible, as Beams do not target, this won&#039;t help him in melee, where he is reduced to using &#039;&#039;&#039;Boon of Flame&#039;&#039;&#039; to summon support (which will not be able to charge on summon turn) and &#039;&#039;&#039;Boon of Mutation&#039;&#039;&#039;, which is extremely unlikely to help in any meaningful way. If they charged him, the Psyk-Out grenades mean he&#039;s I1 for testing against the Mines; if they didn&#039;t, why didn&#039;t Magnus just get the hell out of there instead of getting into close combat with these guys? On subsequent Inquisitor turns, the bearer of the Grimoire will challenge him; Brain Mines and Challenges happen at the same time, so per the sequencing rules, the Inquisitors can choose to use the Mines second. Magnus must now take an I test on I2 (typically two tests, of course), so with odds &#039;&#039;at best&#039;&#039; 1/3 (at worst, 1/9) he can still swing - otherwise, he can&#039;t swing at all. If he &#039;&#039;does&#039;&#039; swing, it&#039;s at WS 2 (so he hits on 5s and is hit on 3s). Mathwise the three Inquisitors beat him to death in 3 rounds (another Triumvirate of the Imperium?). Even if it wasn&#039;t for dropping his Leadership down to 5 for Daemonbane tests, the second the Inquisitors Wound him he&#039;s Concussed, meaning it&#039;s even easier for them to paralyze him with the Mines and spend the second round wailing on him. If you really wanted to fuck him over then you could also ally in a Culexus Assassin, as they (simply by standing near him and not actually getting into the fistfight) combine with the Grimoire to drop his Leadership to 2, making him incredibly likely to die if a Nemesis Daemon Hammer rolls a 6 to wound. That all said, remember that Magnus &#039;&#039;does not&#039;&#039; have the Daemonic Instability special rule, so he&#039;s not going to take a bajillion extra wounds after losing combat with nerfed Leadership. You could also add to the hilarity with an Inquisitor with Rad and Psychotroke grenades (the Psychotroke grenades especially have a 1/3 chance of either reducing Magnus to I1 or LD 2 for the phase, which will make all of the other effects in the unit even worse for him).&lt;br /&gt;
&lt;br /&gt;
Of course this relies on them actually getting into combat with Magnus, and so long as the player&#039;s smart (and your opponent doesn&#039;t load up his Inquisitors in something ridiculous like a Corvus Blackstar) you should be able to get around the board without having them ever get into combat with him. The Lord of Flux WT helps in this respect by messing up charges.&lt;br /&gt;
&lt;br /&gt;
Funnily enough too his 30k incarnation is incredibly weak to the Sisters of Battle, mainly because they can load up on combi-crossbows and two squads armed with these things will kill him in a single shooting phase while being either more annoying to kill thanks to Adamantium Will, or impossible to hurt with his Psychic powers if they&#039;re joined by a Hereticus Inquisitor carrying a Null rod (as they should be). Obviously the solution here is just to make him invisible and take them on in combat, but there&#039;s still the rare chance you won&#039;t get it (especially if you want other powers for bigger threats).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*If you translate his name into latin, you get Magnus Rubricatus, meaning &amp;quot;red is great&amp;quot;. Also it has &amp;quot;rubric&amp;quot; in it. Sly GW strikes again!&lt;br /&gt;
*He plays a r/u deck.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://youtu.be/bjBmT8y9PAU?t=6m56s A video chronicling Magnus&#039; fall to Chaos. It is less conniving than originally imagined.]&lt;br /&gt;
*[https://www.youtube.com/watch?v=tUuyyVaCOzw Daddy (not the Emperor, Magnus) addressing his children for the visit to the pet shop.]&lt;br /&gt;
&lt;br /&gt;
{{Primarchs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Chaos]]&lt;/div&gt;</summary>
		<author><name>2601:246:0:ED0C:CE3D:82FF:FEC6:E2F6</name></author>
	</entry>
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